Relay-Version: version B 2.10 5/3/83; site utzoo.UUCP Posting-Version: version B 2.10.2 9/18/84; site ritcv.UUCP Path: utzoo!linus!philabs!cmcl2!seismo!rochester!ritcv!mqh9523 From: mqh9523@ritcv.UUCP (Michael Hojnowski) Newsgroups: net.games.frp Subject: Re: Illusionists (long) Message-ID: <9060@ritcv.UUCP> Date: Wed, 20-Nov-85 19:32:50 EST Article-I.D.: ritcv.9060 Posted: Wed Nov 20 19:32:50 1985 Date-Received: Sat, 23-Nov-85 09:38:02 EST References: <620@drutx.UUCP> Reply-To: mqh9523@ritcv.UUCP (Mike Hojnowski) Distribution: net Organization: Rochester Institute of Technology, Rochester, NY Lines: 53 Keywords: illusionist, damage, disbelieve Summary: Here's how I do it... > How do illusionist spells work? How do you play them? If an > illusionist uses Phantasmal Force to make a bridge across a chasm > for his friends, can they walk on it? If so, how? Would the > illusionist have to cast it secretly, to avoid disbelief by the other > players--leading to a sudden descent? What is reality anyway? (Sorry, > I got carried away. :-) Illusionists are my favorite class. Illusionist spells work by affecting the mind of the recipiant. In my universe, an illusionists spells cannot alter physical laws (Except when we're talking "Alter Reality" and such). For the phantom bridge, the (fooled) characters would believe the bridge is there, but it wouldn't fool gravity. The characters would fall through the bridge, and at that point, they would probably get a big bonus on their "disbelieving" roll (not much help at that point). In my universe, illusions of (something) affects you just like that (something) would unless you successfully disbelieve. If you're unfamiliar with the damage that the (something) does, then I do damage according to the illusionists level (more on that later). I don't give a roll for disbelieving unless the character specifically tells me (s)he disbelieves. For example, if a party comes upon a nasty person in flowing robes, who throws a fireball at them, they'll all take fireball damage. If it happened to be a whimpy illusion, such as a phantasmal force (as opposed to a spectral force), I secretly roll to see if anyone in the party notices. If someone does notice, I'll tell them, and from then on, they get bonuses on disbelief saves if they choose to request them. I DO NOT let a character disbelieve a fireball, while cowering behind his +N shield, and opening the stopper on his potion of fire resistance. In my universe, you either disbelieve, or you take the damage. The other "hard" thing to decide about illusionists, is how to work damage on spells. I decided to work the damage based on the level of the illusionist, and familiarity. Basically, if the character expects to get whalloped for 37 D10 of damage, he will. But if the character is being attacked by a person he never met, he'll take damage based on the level of the illusionist. For example, if a second level illusionist throws a fireball, it does 2 D6 of damage. If a fourth level illusionists creates an illusion of a fighter, the fighter will be fourth level, and have the same hit points as the illusionist. If the illusionist creates an illusion of a red dragon, and the party has fought one before, they will believe they are taking dragon damage. The dragon will, however, have the same hit points as the illusionist. (I made that up arbitrarily, but the seems to help game balance). Well, I've babbled long enough, I'd also like to see how other people run illusionists, anything that makes sense usually gets worked into my universe. When I DM, I'm always carrying a few "Alter Fantasy" spells, and a potion of confuse PC's. Mike Hojnowski (Hojo) |allegra| (UUCP) |decvax |!rochester!ritcv!mqh9523 (cute quote goes here) |seismo | (CSNET) mqh9523@ritcv