Relay-Version: version B 2.10 5/3/83; site utzoo.UUCP Posting-Version: version B 2.10.2 9/18/84; site watmath.UUCP Path: utzoo!watmath!jagardner From: jagardner@watmath.UUCP (Jim Gardner) Newsgroups: net.games.frp Subject: Re: Illusionists Message-ID: <245@watmath.UUCP> Date: Wed, 27-Nov-85 10:23:16 EST Article-I.D.: watmath.245 Posted: Wed Nov 27 10:23:16 1985 Date-Received: Thu, 28-Nov-85 03:46:23 EST References: <9060@ritcv.UUCP> <15300006@convexs> Reply-To: jagardner@watmath.UUCP (Jim Gardner) Organization: U of Waterloo, Ontario Lines: 67 [...] I realize the dangers of superimposing one game system on another, but maybe D&D players can pick up something useful from the way Champions handles illusions. There are two different types of illusions: Mental Illusions (which are beamed right into the brain of the target) and "Effect" Illusions (e.g. Light Illusions which are like holograms, Sound Illusions which are like traditional sound effects, etc.). Effect Illusions are experienced by anyone who is in a position to perceive them. In Champions, the caster buys so many D6 of skill with creating illusions and when (s)he casts the illusion, (s)he rolls that many dice to determine how authentic the illusion looks. The amount rolled is compared to the INTs of people perceiving the illusion. To have people accept very complex illusions, you must score 4x their INT. To have people accept very simple illusions (e.g. have them see a blank wall where there is actually an open doorway) you only need to match their INT. Effect illusions have no physical reality (again, think of holograms) and they can never do damage...well, a really good blinding light or deafening sound may blind or deafen you for a few phases, but that's it. Mental illusions are usually only experienced by a single target, although you can buy them to apply to all those in a given area. To cast a mental illusion, you must make an attack roll which pits your EGO against the target's EGO. If this attack is successful (meaning that you have forced your way into the target's mind), you can then roll for the extent of the effect. Again, the caster buys so many D6 of skill in creating illusions, and rolls that many dice to see how effective the illusion is. If the roll is 1x the target's INT, the target sees the illusion; if the roll is 2x INT, the target experiences the illusion with all five senses; if the roll is 3x INT, the target can take STUN damage from the illusion; and if the roll is 4x INT, the target can take both STUN and BODY. This set-up makes it very easy to figure out how far you can go with illusions. Effect illusions are always intangible -- you can't use them to make a useful bridge, for example. Mental illusions are always in the mind, and up to 3x INT, any effect they have is purely in the target's brain. However, at the 4x INT mark, they are so believable that they have a physical effect on the universe (namely, they do BODY damage to the victim). This suggests that some sort of innate psychic/TK ability has been invoked by the vividness of the illusion. We therefore play that the target behaves as if the illusion is really there, even being able to walk across illusory bridges if need be. Since it takes an amazing amount of clout (or appallingly low INT) to get this level of effect, the issue does not come up too often, and game balance is preserved. The rules make no allowance for "disbelief" as such, but the level of effect is reduced if you already have some reason for rejecting what you see. For example, if you know that character X is on the other side of the world but you see him walk through the door, the illusionist may roll 4x your INT but the effect would only be worth 3x your INT. I don't know how much this is going to help D&D players, but the distinction between Mental and Effect Illusions is useful, if nothing else. Maybe some D&D guru can see a way to incorporate some of the things I've mentioned. Jim Gardner, University of Waterloo