Re: augments

From: flynnkd2 <flynnkd_at_...>
Date: Wed, 26 Mar 2003 22:40:14 -0000


If you are going to auto augment extensively (and I prefer this, and is certainly appropriate in less important events), then everything converts down to the calculated value, including augmenting others, augmenting multiple others, augmenting at range and augmenting for duration... and maths wise everything should be easily calculated.

Essentially if the resistance goes up 5 then the bonus goes down 1, on the assumption that if you rolled the same contest you would drop your target to counter the higher reistance due to mods.

Eg you augment yourself at (Skill-10)/5, on the assumption that the contest roll would be vs Target*5.

If you target another and this causes a +5 resistance, then oyu simply drop your target 1 pt to allow a roll vs the same value.

So everything boils down to setting a base value (Skill-10)/5 and then the GM applying resistance mods in multiples of 5, which causes the result to adjust accordingly.

Eg: A group of 4 heroes are approaching a camp of broos, they all have skills at 5w2. One of them is sent forward to scout, one lags behind for some reason, such that the distance between the forward and rear is over 50m.

They begin augmenting.

Self augments are at +7.

One of the heroes decides to augment his touch range friend at +6 (in my game all casting not on self begins at +5 resistance).

The hero at the back tries to augment the middle 2 at range (+5 for others, +5 for range, +3 for 2 targets rounded to 5) for +4.

The hero at the front sees lots of broo and thinks it will be a long fight so augments himself for 2 hours duration (+5 for duration) for +6.

So in effect the result becomes: (skill-10)/5 - (Extra resistances/5)

If the players dont like this then they can roll for a result. (+5 resistance due to the GM not liking you anymore).

Kevin F.

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