Fly and Levitate

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SkinnyOrc
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Fly and Levitate

Post by SkinnyOrc » Fri Nov 15, 2019 12:31 am

Slloyd14 wrote:
Thu Nov 14, 2019 10:41 am
SkinnyOrc wrote:
Fri Nov 08, 2019 10:38 pm
Something else I'd add to the list of low fantasy game-breakers is magical flying. The AFF2 mechanics and wide selection of special skills are well suited to low fantasy and investigation adventures, it just needs a few tweaks to the spells.
I agree about magical flying. It can nerf tons of traps and situations in an instant. Which is why in my own system, the best you can get is enhanced jumping.

Even Levitate has a negative effect on the game in that it can make other PC's climbing skills a bit redundant. What I suggest is the Fly spell is removed and Levitate becomes a 4 MP spell. I'd be okay for it to be removed too, but I'm thinking of the situation where the entire party has to get up a cliff. It's probably better to allow Levitate in some form than have specialist wizards needing to learn climbing.

Then add a 2 MP Leap spell, and a Feather Fall spell that's maybe only 1 MP. I think Leap shouldn't allow the recipient to automatically control the jump or nail the landing, so making it a touch range spell would allow it to be cast on someone else who's more dexterous. For Feather Fall, with the AFF casting roll it's good drama using it under pressure on someone else in mid-air, so I'd give that one a range. You should get a bigger penalty casting it on yourself in mid-air though!

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Re: Fly and Levitate

Post by Nuvole! » Fri Nov 15, 2019 1:57 am

Flying ultimately "breaks" the Sorcery! campaign... and also Citadel of Chaos.... not a good fit for Fighting Fantasy legacy...
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Re: Fly and Levitate

Post by SkinnyOrc » Fri Nov 15, 2019 6:34 am

Yeah exactly, and anything else with cliffs or walls.

Thinking about it more I'd ditch Levitate too and add a 2 MP Climb spell that would allow the specialist wizard to keep up with the rest of the party on fairly easy climbs. But what you don't want is there's that sort of obstacle which you need one person to get up, and the party turns to the wizard rather than the skilled climber.

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Re: Fly and Levitate

Post by Slloyd14 » Sat Nov 16, 2019 11:37 am

SkinnyOrc wrote:
Fri Nov 15, 2019 6:34 am
Yeah exactly, and anything else with cliffs or walls.

Thinking about it more I'd ditch Levitate too and add a 2 MP Climb spell that would allow the specialist wizard to keep up with the rest of the party on fairly easy climbs. But what you don't want is there's that sort of obstacle which you need one person to get up, and the party turns to the wizard rather than the skilled climber.
Wizards becoming better than non spellcasters is always a danger. My view if spellcasters is that their magic should give them more options but only a limited number of uses which produces tension, so they have to decide if casting a fire bolt is worth I now or saving it for later is more valuable.

Another way of preventing wizards from becoming human Swiss army knives is to make spells that don't give automatic success or last a randomly determined amount of time. This way, non spellcasters are more reliable.

Maybe there could be a spell that gives a bonus to climb and jump rolls such as +2 so that a wizard is, at best, just as good as an expert climber. And then a random duration to spice things up, so the spell could wear off half way up a cliff. Maybe enough time for 1d6 climb rolls and the wizard could spend more magic points to roll and extra 1d6.

Dungeon Crawl Classics has an awesome spell system where each spell goes from critical failure to spectacular success depending on how high you roll (for example, the open door spell blows up every door and window for miles around if you roll high enough). That magic is both awesome but will also make you want a reliable non spellcaster most of the time.
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