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Toms Other Games => SpellMaster III => SM General Discussion => Topic started by: Indirik on September 15, 2011, 07:57:24 PM

Title: How to RP Casting Spells?
Post by: Indirik on September 15, 2011, 07:57:24 PM
I thought that when you cast a spell in an RP, you were supposed to stop as soon as you cast it, so that the GMs could them write the outcome of the casting. Or does this only apply when casting a spell against another player character?
Title: Re: How to RP Casting Spells?
Post by: cjnodell on September 15, 2011, 08:15:03 PM
I believe this only applies to casting spontaneous magic. The person casting it is not supposed to be the person describing the result. I think that we are allowed to describe the effects of established spells though. The GMs, I believe, will just pounce on any abuse or improper descriptions.
Title: Re: How to RP Casting Spells?
Post by: Indirik on September 15, 2011, 08:18:35 PM
Ahh.. OK, Thanks. You're right, I found it in the description of spontaneous magic on the web site. That makes a bit more sense now.
Title: Re: How to RP Casting Spells?
Post by: Tom on September 15, 2011, 08:57:06 PM
correct. Spontaneous magic will "change", depending on the number of shifts, while spells always do the exact thing they are meant to do. So you have to stop after spontaneous magic, but not after spells.
Title: Re: How to RP Casting Spells?
Post by: Zakilevo on September 18, 2011, 10:24:29 PM
so if my spontaneous spell , let's say Harm/Fire/3/2/1 with 2 shifts, does that mean there is a possibility of my spell changing to something like 5/2/1 (increase/decrease) or 1/4/1 (points shifting)?
Title: Re: How to RP Casting Spells?
Post by: Tom on September 18, 2011, 11:32:54 PM
The page says:
Quote
Yes, there is conservation of magical energy.

So in your example, the 2nd would hold true - the total sum will always remain the same.
Title: Re: How to RP Casting Spells?
Post by: Zakilevo on September 18, 2011, 11:59:05 PM
ahh ok. Now that makes sense.
Title: Re: How to RP Casting Spells?
Post by: Zakilevo on September 20, 2011, 12:35:25 AM
I am thinking about casting a big spontaneous spell and the parser gave me the result that it will cause 23 shifts. I am getting a weird feeling that if I cast this, this spell will go out of control and either fizzle or explode... Or will people just do 23 shifts?
Title: Re: How to RP Casting Spells?
Post by: Tom on September 20, 2011, 12:50:52 AM
Well, it probably won't have 23 shifts you can do, so a discharge is pretty much guaranteed.
Title: Re: How to RP Casting Spells?
Post by: Zane on September 20, 2011, 03:32:13 AM
23 shifts

Ye gods!  23?!  I can hardly wait to see what happens here.  This town may cease to exist at this rate.
Title: Re: How to RP Casting Spells?
Post by: Zakilevo on September 20, 2011, 04:09:06 AM
Damn. Most of combinations for my spontaneous magic have too many shifts. For (Harm/Mind) 5/5/3,  it requires 29 shifts. Too bad I can't try to destroy the town :)
Title: Re: How to RP Casting Spells?
Post by: Tom on September 20, 2011, 09:10:20 AM
Well, you're trying to do really, really powerful stuff with low skill levels. Remember that most discharges will hit the magician. So you're going to get hit by a spell with a power level beyond 20. That's going to be fatal.

You should use less powerful magic until your skill levels have increased considerably.

Title: Re: How to RP Casting Spells?
Post by: Zakilevo on September 20, 2011, 10:05:37 AM
Holy crap. I thought my spell would just puff away but now that I know it will kill me with one go, I won't do it :). Or I might just before the game launches. Everything will be resetted so... just to celebrate the launch :)

P.S: I just wish GMs would work faster with spells. I know it is very tough since people are keep creating new spells.
Title: Re: How to RP Casting Spells?
Post by: Tom on September 20, 2011, 10:42:09 AM
P.S: I just wish GMs would work faster with spells. I know it is very tough since people are keep creating new spells.

It's also because we are trying to get a feel for the game just like you. :-)
Title: Re: How to RP Casting Spells?
Post by: Zakilevo on September 20, 2011, 10:44:31 AM
:) It must be cool to look at some creative spells.
Title: Re: How to RP Casting Spells?
Post by: Tom on September 20, 2011, 12:05:19 PM
I just went through a whole batch and rejected or accepted them, but there are many more remaining. I also made the GM backend slightly more comfortable, especially in the "help me find if there's a spell like this already around" department.

Title: Re: How to RP Casting Spells?
Post by: Zakilevo on September 20, 2011, 05:57:20 PM
oh active spells are now gone from the list.
Title: Re: How to RP Casting Spells?
Post by: Tom on September 20, 2011, 07:14:46 PM
yeah, I'm doing cleanups all around. Some day, you will at least receive a message when a spell of yours was accepted. And maybe a small "thank you" if you didn't get it added, maybe +1 XP  or something. Nothing big, just something that says we're happy you made the effort.

Title: Re: How to RP Casting Spells?
Post by: Zakilevo on September 20, 2011, 07:45:55 PM
What is this new feature 'class'? All spells are common for now it seems. Are we starting to diversify spells by dividing among different classes or something?
Title: Re: How to RP Casting Spells?
Post by: Tom on September 20, 2011, 08:13:52 PM
What is this new feature 'class'? All spells are common for now it seems. Are we starting to diversify spells by dividing among different classes or something?

I have 3 classes - public, common and rare. And yes, initially all spells are common. I don't yet know quite what to do with that, but one thing that I have on my mind is using class to determine whether or not the spell is included in the random initial packages or not.

Hm, I think I don't need to show the class until it actually means something. I'll hide it again.
Title: Re: How to RP Casting Spells?
Post by: Zakilevo on September 20, 2011, 10:41:57 PM
Maybe rare spells can be learned only within a certain council or something? If each council can have special spells or unique spells, that might be interesting.
Title: Re: How to RP Casting Spells?
Post by: Tom on September 20, 2011, 10:54:58 PM
Maybe rare spells can be learned only within a certain council or something? If each council can have special spells or unique spells, that might be interesting.

I got the idea of different classes when setting up the "inital spells package". I thought some spells should not be able to get there, and maybe some spells are either entirely public, or very easy to find.
Title: Re: How to RP Casting Spells?
Post by: Zakilevo on September 20, 2011, 11:27:29 PM
Public = pretty much known to everyone

Common = easily found

Rare = very hard to obtain

How are you going to separate spells between three groups though. Will it be the powerlevel that decides which spell go where? or is it going to be random?

What happened to adding the name of the creator for each spell? Are we just not going to give them any credit? It might be nice to just not have them.
Title: Re: How to RP Casting Spells?
Post by: Morningstar on September 22, 2011, 03:55:43 AM
So, when does roleplaying borderline on godmode-ing? Trying to get a feel for how open this should be in terms of letting people jump in mid-narrative. I've seen a number of posts already that have the PCs casting 3, 4, and as many as 7 spells in one fell swoop.  I realize that unless it's a certamen, turns don't really occur, but it seems a little much (at least in my opinion) to go that far without letting someone have the opportunity to come in and take part.

Thoughts or standards?
Title: Re: How to RP Casting Spells?
Post by: Zakilevo on September 22, 2011, 04:01:06 AM
Well... the spells we are casting at the moment are not the spells you might be thinking. Most of them cannot kill... and GMs will adjust if things are not believable.

P.S you will soon see how my character gets his ass kicked by Tom's characters...
Title: Re: How to RP Casting Spells?
Post by: Tom on September 22, 2011, 12:01:32 PM
There'll be no hard number on how many spells you can cast in a row, but basically, the game rules say that you have to give someone else a chance to play, too. So if you cast so many spells that really the other guy would have had more than enough time to get one of his own in, then you're overdoing it.

Title: Re: How to RP Casting Spells?
Post by: Halden on November 08, 2011, 01:18:15 PM
I'm still a bit confused on spontaneous magic. Does the spell still 'change' if it's well within your abilities? Like, if no shifts take place? And how are only a few shifts different from many? If I cast a spontaneous spell that only shifts twice, can it really get more messed up with 5 or 6 shifts? I understand that at some point the spell will just not work at all, or worse, kill you, but if other players are the one's who are supposed to decide that, then aren't you just dying because that's someone's arbitrary interpretation of what happened?

I'm not sure of how I feel about the initial spell package. Right after character creation, you really don't possess the skills to cast anything. In fact, when I made my character and tried to get my initial package, I got a message telling me that nothing fit my skill level so far. How are new players going to be able to jump in the game, even using low level magic, without using rituals taking hours to light a campfire or blow themselves up hunting rabbits with spontaneous magic?
Title: Re: How to RP Casting Spells?
Post by: Indirik on November 08, 2011, 02:56:55 PM
So long as there are no shifts, then spontaneous magic should generally do what you wanted it to do. The exact effects and manner in which it works may not be quite what you expected. Instead of a bolt of fire that incinerates your target instantly,  he may just burst into flames, or his head may melt, etc.

When you start casting stuff you don't have the power to cast, then things start to go wrong. The more shifts, the worse it could be. One shift may turn that bolt of fire intended to kill one person into something that give second degree burns to him and the three guys he's with. (Or the other way around, killing one person when you intended to incapacitate all four.)  With more shifts, the effects get more and more unpredictable. Instead of being able to communicate with one person mind-to-mind for the next hour, maybe everyone in the town becomes a shared hive-mind for two minutes.

If you start to get too many shifts, then the magic can start to "discharge". Brand new spells can be spawned that you never intended to cast. The more extra shifts you have, the worse these discharges can get.

Yes, it can be deadly. But that's why you need to be careful with what you cast. The system does tend to be unforgiving.

Not having started a new character lately, I have no idea what the "new player experience" is like, so I'm afraid I can't really help you with that.
Title: Re: How to RP Casting Spells?
Post by: Tom on November 08, 2011, 06:28:45 PM
So long as there are no shifts, then spontaneous magic should generally do what you wanted it to do. The exact effects and manner in which it works may not be quite what you expected. Instead of a bolt of fire that incinerates your target instantly,  he may just burst into flames, or his head may melt, etc.

Actually, if there are no shifts at all, the end result should be very close to what you wanted it to be, if not identical.


Title: Re: How to RP Casting Spells?
Post by: Halden on November 09, 2011, 05:11:47 PM
Ok. New Question. The Spellmaster site explains rituals, the skill needed, the time it takes, and how components can affect this. I tried to put one in a parser though, and it only gave me an error. How should one go about performing a ritual in an RP?
Title: Re: How to RP Casting Spells?
Post by: Zakilevo on November 09, 2011, 05:29:33 PM
Uhh for now you have to calculate it with a pencil and a paper. You can even use a calculator.
Title: Re: How to RP Casting Spells?
Post by: Tom on November 09, 2011, 05:56:35 PM
Calculations for rituals should work. What it does not do is take components into account.

Title: Re: How to RP Casting Spells?
Post by: Halden on November 09, 2011, 08:33:50 PM
So it calculates experience, you'll just have to RP the time?
Title: Re: How to RP Casting Spells?
Post by: Halden on November 09, 2011, 08:42:29 PM
I does indeed.

"Perform ritual. a ritual (Harm/Fire - 3-3-3)Completing these actions would result in the following changes:

    13.50 energy expended
    13 XP in Fire gained

Ignoring components, the ritual(s) included in these actions would take a total base time of 2 Weeks, 1 Day, 5 Hours."

Is there a reason why only Fire XP was gained from this, and not also Harm? Or is this just assigned randomly?
Title: Re: How to RP Casting Spells?
Post by: Tom on November 09, 2011, 08:55:25 PM
Is there a reason why only Fire XP was gained from this, and not also Harm? Or is this just assigned randomly?

There is no randomness in that. Maybe your Harm level is too high to gain XP from this?
Title: Re: How to RP Casting Spells?
Post by: Halden on November 09, 2011, 09:14:25 PM
Harm lvl is 3, Fire lvl is 2. So Fire gains 13 xp, and Harm get's 0? Is there a formula for this?
Title: Re: How to RP Casting Spells?
Post by: Zakilevo on November 09, 2011, 11:07:56 PM
Or you used rituals?
Title: Re: How to RP Casting Spells?
Post by: Halden on November 09, 2011, 11:09:43 PM
??? Yes, it's a ritual, but how exactly does that affect it?
Title: Re: How to RP Casting Spells?
Post by: Zakilevo on November 09, 2011, 11:43:47 PM
Rituals do not give you any exp for intent.
Title: Re: How to RP Casting Spells?
Post by: Tom on November 10, 2011, 12:39:45 AM
Rituals do not give you any exp for intent.

Hm, they should. It's probably because they don't cost concentration, and the calculation goes from there.
Title: Re: How to RP Casting Spells?
Post by: Zakilevo on November 10, 2011, 02:16:08 AM
What? LOL I thought you did that intentionally...
Title: Re: How to RP Casting Spells?
Post by: Halden on November 10, 2011, 03:26:38 AM
Guess that's why we have a beta.
Title: Re: How to RP Casting Spells?
Post by: Tom on November 10, 2011, 10:24:23 AM
ok, it should now.