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Systems & Settings => Rolemaster => Topic started by: providence13 on January 03, 2012, 12:02:51 PM

Title: Casting Time of Items
Post by: providence13 on January 03, 2012, 12:02:51 PM
In our game, magic items cast as instants. This is powerful and sometimes frustrating for the GM (me), but it's goose/gander.  8)
Title: Re: Casting Time of Items
Post by: Marc R on January 03, 2012, 12:21:36 PM
(Split out of another thread)

I suspect it works fine that way, I've played with three variations, all worked:

1) Cast as normal, with spells over users level cast as Type III. (RMC Core rule)
2) Cast as Type I, except instants, which are still instant (RMC Option 9.2)
3) Cast all item spells as instant (RMC Option 9.2)

The RMSS method is a 4th:

4) Cast as Type 1, even if the spell is instant.

I found going with #2, as you do, is zero problem as long as item casting counts toward the 1/round limit. . .when we said it didn't, it opened the door to Tim the Sorcerer style results ala "I firebolt the first 5 people to pass into the room with my wand."

As I said on the other thread, most massive exploits like that in the rules grow out of an intersection of two options/house rules, or are the unintended child of an option/house rule.

We didn't want to allow 5 firebolts to be fired in one round. . .and the problem wasn't with "Items all cast as instants" it was with "Item casting doesn't count toward the 1/round limit".
Title: Re: Casting Time of Items
Post by: OLF, i.e. Olf Le Fol on January 04, 2012, 09:42:52 AM
We didn't want to allow 5 firebolts to be fired in one round. . .and the problem wasn't with "Items all cast as instants" it was with "Item casting doesn't count toward the 1/round limit".
It think it's the core of the problem, indeed. It's not the time you time to pull the trigger, it's whether your gun fires single shots or allows bursts.
In my world, aside from using the RM2/RMC core rule (Marc's 1st point), magic-spell casting creatures or items can, by default, only perform single shots, with a "reloading time" of one round (I may point out that it is independant of the amount of PPs the creature or item has remaining after it has cast the spell, the way how many bullets a gun still has after it has fired is independant of its reloading time). It is possible to cast as many spells as one wishes in a round, but items can't do that, and it's quickly PP-expensive (f(n) = n x lvl + f(n-1), where lvl = normal level of the spell, and one can only cast another spell if the previously cast was instant or Class I).
Title: Re: Casting Time of Items
Post by: RandalThor on January 04, 2012, 11:14:47 AM
It think it's the core of the problem, indeed. It's not the time you time to pull the trigger, it's whether your gun fires single shots or allows bursts.
Which is a great analogy. (And harkens to the Magic as Technology thread.) Why is it, we think it is totally OK to be able to "hose-down" and area, in effect attacking multiple enemies in a single attack/round in a modern or sci-fi setting, but not in a magic? Is it because we have the proof in front of us it is possible using modern weaponry? I understand peoples desire for the rules to give them balance (not really, I as GM determine that), but this is weird that we feel the need to put artificial (like there are any other in a fictional game  ;D) rules to limit such this in a fantasy setting. Is it to make the bow & crossbow still viable?
Title: Re: Casting Time of Items
Post by: OLF, i.e. Olf Le Fol on January 04, 2012, 11:32:35 AM
It's not the time you time (...)
*you take  :bang:

Why is it, we think it is totally OK to be able to "hose-down" and area, in effect attacking multiple enemies in a single attack/round in a modern or sci-fi setting, but not in a magic?
We consider magic to still be at the single shots era? It's not as if automatic weapons were created the instant guns were, after all.  ;)
Other than that, there could be matters to speak about how, say, non-spell casters are single shots, semi-spell casters are semi-auto spell casters, and full-spell casters are full-auto spell casters, able to cast bursts of spells. :wave:
Title: Re: Casting Time of Items
Post by: RandalThor on January 04, 2012, 11:39:18 AM
We consider magic to still be at the single shots era? It's not as if automatic weapons were created the instant guns were, after all.  ;)
No, but it was way shorter than 2-3-thousand years....like in most fantasy settings when pertaining to magic.  :bang:  <--- Mages trying to make the Automatic Firebolt Spell (for the last several thousand years).
Title: Re: Casting Time of Items
Post by: Cory Magel on January 04, 2012, 11:42:57 AM
Realistically a good archer can take far more shots than is possible in RM time restraints.  The only reason this is limited is for balance reasons.
Title: Re: Casting Time of Items
Post by: OLF, i.e. Olf Le Fol on January 04, 2012, 11:51:09 AM
Thing is, IMO, that there are rules for modern weapon continuous fires and bursts. If those are balanced with the rest, why wouldn't continuous fires or bursts of magic?
Mmmmmhhhhhh... This make me wants to create rules for them, based on the attack actions in the Blaster Law... (OTOH, of course, the logical consequence of such possibilities is the way battles would be made, with fighters using full automatic firebolt firing wands instead of going into melee, the way swords became obsolete with the advent of modern guns so, if you want to preserve a "pure" fantasy sword&magic feeling, maybe it wouldn't be such a good idea...)
Title: Re: Casting Time of Items
Post by: markc on January 04, 2012, 12:44:58 PM
IMHO it depends on how the item casts the spells, in my game here are the variants I can remember right now.


 1) Spell In Item Cast with help from Attuned: The spell needs the caster to complete the spell casting so it is as if the Attuned is casting the spell themselves.
 2) Item Gives the Attuned the Knowledge of the Spell: The spell is cast as per normal with the casting rules.
 3) Item Gives Spell Knowledge and Casting Level to Attuned: The Attuned uses the given casting level from the item to cast the spell.
 4) Item Stores Spell: The item stores the spell which is then released by Attuned as an instant. Maybe charged item, daily item, ect.
 5) Item has Intelligence and casts Spell:
    5a) Item needs help from Attuned: The spell requires the attention of the Attuned as if they were casting the spell them selves.
    5b) Item needs no help: The Attuned "asks" the item to cast the spell and the Intelligence begins casting as per normal spell casting rules.


Thought:
 So maybe items in the TC need a recharge time so they cannot just let all of their effects go off in one round vs a limit of 1 spell per round.


About Multi-Casting Items:
  IMHO once multicasting items were developed then there would be a big increase "scale" of power for the faction that had that ability.
MDC
Title: Re: Casting Time of Items
Post by: yammahoper on January 04, 2012, 12:55:12 PM
Realistically a good archer can take far more shots than is possible in RM time restraints.  The only reason this is limited is for balance reasons.

Balance...and that no good mechanics have been created to deal with the issue.

There was a series of books...Dragonbone Chair/throne...I forget, anyway the mages in it meditated to store power, but they could unleash all their stored power in one mighty destructive blast, a situation best avoided due to the time needed to recover a large pool of power.

PP's represent this very well.  A mage able to unleash 10 fire bolts, all at the same target, is pretty much a guaranteed kill.  Tis is good for creating the "I aint gonna die, YOU attack him." mentality that keeps foes in check, or PC's.
Title: Re: Casting Time of Items
Post by: OLF, i.e. Olf Le Fol on January 04, 2012, 01:02:30 PM
IMHO once multicasting items were developed then there would be a big increase "scale" of power for the faction that had that ability.
Well, sure. The way the advent of guns allowed Europe to conquer most of the world, the advent of multicasting items would allow the faction that develops it to do the same, until knowledge about how to do so becomes widespread.
I think one "problem" is that most fantasy worlds exist in a "time stasis" status quo where the normal principle of evolution doesn't happen to people, including the human race, with taking into account magic. Of course, this is mostly due to none of us being able to truly conceive how a true civilization of magic would evolve... I mean, just look at where we got from the little discovery of how to create (and control) electricity. Now apply that to all the wonders magic is supposed to be able to perform in RM... It wouldn't be much to say that the mere ability to cast a spell allowing one to fly, or create food, or cure disease, and to allow that ability to be replicated (through runes, items, etc.) would logically completely change a society from what we know ours did.
Title: Re: Casting Time of Items
Post by: Marc R on January 04, 2012, 01:11:57 PM
I suspect the logic has less to do with "single shot vs rapidfire" and a lot more to do with "Killer 5 stroke combo!"

Teleport, fireball, teleport, fireball, teleport

And that's pre-school level gaming the logic. . .magic is not just a firebolt, it's a slew of reality warping effects, if allowed to cast 5 in a round, I'm sure any one of us could come up with a rather unstoppable 5 hit combo. . . .most of which will start and end with teleport, so nobody even knows you're there until they're taking damage and by the time they figure it out you're already gone.

It's less akin to single fire vs auto fire and more like "OK, so I pre-program the computer so we drop out of hyper, fire three photon torpedoes, then drop back into hyper."

Most sci fi games have rules in play to stop that, like "The hyperdrive takes 10 rounds to re-set" or some-such.

It's not hosing an area down with 5 attacks, it's stacking spells for grandiose unstoppable combos.
Title: Re: Casting Time of Items
Post by: yammahoper on January 04, 2012, 01:30:20 PM
Grandios unstoppable combos are often quite real.

A machine gun leveled at you or a 12 guage is just that.  Sane people, when faced with a cop armed with that shotgun leveled at them, don't make sudden moves.  The cop just won, without firing a shot, precisely because it is a grandios unstoppable combo (trained oficer with five rounds of howling death at his disposal).  A crossbow can achieve the same effect, as can a knight in a crowd of unarmed people.  Why not the mage?  Can't the mage stare down the crowd, knowing in the end the crowd WILL kill him, but at least one of them has to volunteer to DIE first?

The game mechanics aint easy, but as far as gaming goes, it creates a delicious set of circumstance for drama and story telling.  The Mexican Stand-off is a classic.
Title: Re: Casting Time of Items
Post by: Marc R on January 04, 2012, 01:45:08 PM
Drop a nuke from orbit.

I must not be explaining the logic of what I mean, as that's not the point. A potent attack is not the key, the key is that 5 spell combos allow you to select anyone, and then almost guarantee you can ambush them, attack them three times, and escape without a counter.

Casters can do things that normally cannot be done, but they can only do one at a time, this means spells only need to be balanced in and of themselves.

If you allow combos, you need to balance every possible combined spell effect. . .and the combinations possible are limitless.

Having the drop on you, and you choose to give in, is just one good move. . .and the way to stop it was to not get into that position to start with.

Cop and you enter each other's perceptions, then he draws, then you're screwed.

This is not the same as "A mage you can't see observing you from 10 blocks away with a spyglass, teleports onto a roof 50' above you, then fireballs you three times, then teleports out."

The assassin needs to sneak up, make rolls, get next to you, then ambush you, make rolls, and manage to kill you. The cop needed to have the shotgun, get in range and get the drop on you. . .the machinegun nest can't teleport across a continent to kill you at dinner and teleport home before anyone notices you're dead. . .it's not in any way shape or form a fair metaphor.

Three fireballs per round from an attacker you can't see or target isn't the same, it's a whole 'nother ball of wax, a totally different situation. . .and that's not the worst someone can do with 5 spells in one round, not nearly, it's just blunt and easy to see.

A better metaphor than your cop would be "Would you allow someone to run up 50', attack, then run back 50' without penalty or opportunity to counterattack?" and that's only about 1% as crazy as teleport-bang-bang-bang-teleport.
Title: Re: Casting Time of Items
Post by: yammahoper on January 04, 2012, 02:07:25 PM
Ok.  I said nothing about combos.  I was talking about options for autofire, which would be the same spell fired multiple times, just like a gun.  I have no desire to alter the one spell a round rule.
Title: Re: Casting Time of Items
Post by: OLF, i.e. Olf Le Fol on January 04, 2012, 02:16:25 PM
A better metaphor than your cop would be "Would you allow someone to run up 50', attack, then run back 50' without penalty or opportunity to counterattack?" and that's only about 1% as crazy as teleport-bang-bang-bang-teleport.
A plane can locate its target from miles away, fly up there, fires its many missiles and fly away before anyone with the appropriate counter-equipment can react. It's how countries at the top of technology would win against ones that aren't. So, yes?

Quote
This is not the same as "A mage you can't see observing you from 10 blocks away with a spyglass, teleports onto a roof 50' above you, then fireballs you three times, then teleports out."
A sniper can pretty much do that, without the teleportating thing: locate you without being noticed, shooting several times before anyone can react, and go away before anyone can reach him. Would you forbid that if you were playing in a modern setting? (I'm not even talking about using self-detecting rockets where the enemy wouldn't even have to be "10 blocks away" but could just do way worse than a fireball more often, whilst being way farer and unreachable.
Title: Re: Casting Time of Items
Post by: Marc R on January 04, 2012, 02:18:04 PM
Ok.  I said nothing about combos.  I was talking about options for autofire, which would be the same spell fired multiple times, just like a gun.  I have no desire to alter the one spell a round rule.

Sorry, I read the opposite in:

Grandios unstoppable combos are often quite real.

I get what you are saying, in terms of autofire, but isn't that just "Triad of flame" or some variant spell in that line?
Title: Re: Casting Time of Items
Post by: jdale on January 04, 2012, 02:20:02 PM
I think one "problem" is that most fantasy worlds exist in a "time stasis" status quo where the normal principle of evolution doesn't happen to people, including the human race, with taking into account magic. Of course, this is mostly due to none of us being able to truly conceive how a true civilization of magic would evolve... I mean, just look at where we got from the little discovery of how to create (and control) electricity. Now apply that to all the wonders magic is supposed to be able to perform in RM... It wouldn't be much to say that the mere ability to cast a spell allowing one to fly, or create food, or cure disease, and to allow that ability to be replicated (through runes, items, etc.) would logically completely change a society from what we know ours did.

I think it's a lot easier to run a campaign where magic is a known quantity, not something that advances in power rapidly. Most fantasy games not only work that way, but assume that the power level is decreasing. Great artifacts are left from an earlier age when magic was mighty. More like post-Roman medieval Europe.

Can you imagine running a game where magical techniques and spells were increasing in power and sophistication as fast as technology increased between, say, 1980 and today? I think it would be fascinating, but a ton of extra work for the GM!
Title: Re: Casting Time of Items
Post by: Marc R on January 04, 2012, 02:27:48 PM
OLF, a sniper with a bow can kill you from over there, in the game as is, so could a caster with a single spell.

That's again, totally not the point.

The sniper is in the tower 10 blocks away, he fires once. . .he's still in the tower. . .you can go to the tower, you can shoot back at the tower, you can hide, combat resolves.

The mage is right on top of you with minimal or no range penalties to make his three attacks, then is gone. . he could teleport to another continent on the way out. . .what are you going to do about it?

Forcing the mage to one spell a round means he teleports in, you might not notice, he fireballs you, you notice and react, he can fireball you another 2 times if he wants to give you 3 rounds to find and counterattack him, then teleport out on the 5th round.

Which is not the same thing as the mage teleporting in fireballing you thrice and teleporting out inside one round. . even if you notice the mage, you have almost no time to react before he's gone and completely outside your ability to counterattack.

The plane attacking from over the horizon is firing, waiting a bunch of rounds for the missile to reach you and go off, and again, is still roughly in the area, not instantly back in it's hanger on another continent so the pilot can sip a beer with impunity.

The issue is not about unstoppable levels of force, hell, a dragon vs 1st level PCs is unstoppable force. . .it's about allowing someone to string an action combo inside a round that always starts with a nearly unstoppable ambush and ends with them escaping to nearly complete safety. . .within the round in which the target is being surprise attacked and likely gets no effective counter off.

You need to work hard to get yourself into a situation where you can ambush and then escape, it shouldn't be something a caster can do casually at will as long as they don't roll an UM 01-02.

That's the core issue. . it's not what combos make possible, it's what they make CASUALLY possible with little effort beyond "ABBBA combo seems like it will work.". . .I think it's game braking to make something that nasty casual. . .

Getting into the right tower, at the right time, with a rifle, without getting caught, hitting your target then getting away is not casual. Getting a plane with stand off attack capability to within attack range, with accurate spotting of a non line of sight target, without being detected or tipping of the target, hitting the target and then getting away also isn't casual.
Title: Re: Casting Time of Items
Post by: jdale on January 04, 2012, 04:18:16 PM
The mage is right on top of you with minimal or no range penalties to make his three attacks, then is gone. . he could teleport to another continent on the way out. . .what are you going to do about it?

Forcing the mage to one spell a round means he teleports in, you might not notice, he fireballs you, you notice and react, he can fireball you another 2 times if he wants to give you 3 rounds to find and counterattack him, then teleport out on the 5th round.

I think there is an underlying issue here about the nature of the combat round. The combat round is supposed to be a representation of the shortest relevant unit of time in combat. You could model every single sword blow, but it would take forever and not make the game better. So instead it gets abstracted out to a longer round and you resolve the result of what happened in the round. Because of that, you can deal with actions and responses on a round-by-round basis.

If you stack up too many actions in the same round, it stops making sense. If someone comes around the corner, runs toward you, makes multiple attacks (magic or not), then runs away, it is reasonable to ask why you couldn't react before it was over. 10 seconds is long enough that you would not necessarily be flatfooted for the whole time (you might be - but it would not necessarily happen that way). If the amount of time required to do something significant that should be responded to is 1 or 2 seconds, you really have to abandon the 10 second round and switch to a 1-2 second round, so that there is a way to handle responses to such quick events.

Title: Re: Casting Time of Items
Post by: Marc R on January 04, 2012, 04:28:10 PM
absolutely. . .and I suspect the RMSS round is broken into 3 phases to make it possible to act 3 times, but not all in one go before the other guy can react. . .I know the RMC round was broken into 2 phases for exactly that reason.
Title: Re: Casting Time of Items
Post by: OLF, i.e. Olf Le Fol on January 04, 2012, 04:59:30 PM
OLF, a sniper with a bow can kill you from over there, in the game as is, so could a caster with a single spell.

That's again, totally not the point.
Except it is: it's the basic tactical problem of being able to hit without being being possibly hit back. It's the same problem with a flying mage whilst its opponents don't have range weapon, or a mounted man with a gun or a bow: he can hit people, and flee away as they're trying to reach him.

Quote
The sniper is in the tower 10 blocks away, he fires once. . .he's still in the tower. . .you can go to the tower, you can shoot back at the tower, you can hide, combat resolves.
If your sniper has no way of getting away from the tower kilometres away from where you are in the time it takes you to reach him, then you just removed your mage his teleporting ability. Now, if he has, say, a small plane available, the time it'd take you to run to him, he'd be far away, which is the same tactical situation as with the mage.

Quote
The mage is right on top of you with minimal or no range penalties to make his three attacks, then is gone. . he could teleport to another continent on the way out. . .what are you going to do about it?
What are you going to do against the sniper able to shoot at you kilometres away, and with his plane available and ready to fly, if you don't have range weapons and on foot? It's the same thing. The time consideration is different but it's the exact same tactical situation.

Quote
The plane attacking from over the horizon is firing, waiting a bunch of rounds for the missile to reach you and go off, and again, is still roughly in the area, not instantly back in it's hanger on another continent so the pilot can sip a beer with impunity.
Out of reach is out of reach. If the plane is fast enough so that he's outside of your artillery the time it takes you to ready it, it's the exact same.

Quote
You need to work hard to get yourself into a situation where you can ambush and then escape, it shouldn't be something a caster can do casually at will as long as they don't roll an UM 01-02.

That's the core issue. . it's not what combos make possible, it's what they make CASUALLY possible with little effort beyond "ABBBA combo seems like it will work.". . .I think it's game braking to make something that nasty casual. . .

Getting into the right tower, at the right time, with a rifle, without getting caught, hitting your target then getting away is not casual. Getting a plane with stand off attack capability to within attack range, with accurate spotting of a non line of sight target, without being detected or tipping of the target, hitting the target and then getting away also isn't casual.
One would say that it's no less than learning to cast spell in the first place. It may not be easy but it's because society at large makes it hard because of its potency not because it's hard/impossible in itself. Why do you think it's easier to become ax expert sniper (or buying a fighter plane) than to become a mage (and alter reality itself)? IMO, if the a combo is deadly, society would react and learning the appropriate spells would become, for instance, a governement watched matter but it's a different matter from making it impossible according to the laws that rule the world.
Oh, well, whatever.
Title: Re: Casting Time of Items
Post by: rdanhenry on January 04, 2012, 06:10:18 PM
I think one "problem" is that most fantasy worlds exist in a "time stasis" status quo where the normal principle of evolution doesn't happen to people, including the human race, with taking into account magic. Of course, this is mostly due to none of us being able to truly conceive how a true civilization of magic would evolve... I mean, just look at where we got from the little discovery of how to create (and control) electricity. Now apply that to all the wonders magic is supposed to be able to perform in RM... It wouldn't be much to say that the mere ability to cast a spell allowing one to fly, or create food, or cure disease, and to allow that ability to be replicated (through runes, items, etc.) would logically completely change a society from what we know ours did.

I think it's a lot easier to run a campaign where magic is a known quantity, not something that advances in power rapidly. Most fantasy games not only work that way, but assume that the power level is decreasing. Great artifacts are left from an earlier age when magic was mighty. More like post-Roman medieval Europe.

You mean, the way post-Roman medieval Europe imagined itself to be. While some important technologies were lost with the collapse of the ancient world (including some techniques that we cannot duplicate to the present day), after that collapse, technological advance proceeded throughout the medieval period, exceeding the Roman era in those areas that were really the most important to the people of that time. While technological advance was quite slow compared to more recent times, it did continue.

Modern rates of advancement may not make sense (although if applied properly, knowledge magic could advance a society quite rapidly), but static technologies, either mechanical, agricultural, or magical will never make sense in any society developed enough to have towns. Stone age advance was so slow it could go unnoticed except when a new technique was actually spreading, but that's a product of low populations and limited communications. People have never stopped trying to invent better ways of doing things and they inevitably sometimes succeed. You can only change that by changing human nature itself.
Title: Re: Casting Time of Items
Post by: Marc R on January 04, 2012, 10:28:37 PM
OLF, It's not how hard it is to learn to do either. It's about how the tactical situation starts and ends in one round that is exactly the problem. Getting the super drop on someone, taking it, then getting away either takes a lot of work, or a lot of luck, you shouldn't carry it in your pocket able to be pulled on a whim. I've tried allowing multi casting as a GM and a player, most often with items in the mix, and it almost always went wonky in some exploitative but legal under house rules variation of the killer spell combo.
Title: Re: Casting Time of Items
Post by: rdanhenry on January 05, 2012, 12:23:35 AM
Well, unless you're already in combat, the round hasn't started yet. So once you pop in under teleport, the tactical round starts next. And my assumption is that displacing a body-sized volume of air instantly is going to be rather noisy, so teleportation isn't stealthy. And in RMSS if you drop the "one spell limit", you still can only cast one non-instant in a round, unless hastened, which would let you cast two. You can at most cast three spells of any kind, hastened or not, since you are limited to one action per phase.

Also, you just teleported. You'd better make an orientation roll before you start making attacks, if you actually want to aim them in the right direction. Assuming the GM doesn't want to encourage this type of tactic.
Title: Re: Casting Time of Items
Post by: markc on January 05, 2012, 01:13:13 AM
  Boy so much talk about rounds and time, maybe a new topic should be created.  I have a second by second system that IMHO is great but it does require bookkeeping that some do not like....but it does allow you to make changes at anytime, change actions, move for part of the time and then attack, etc.


  I can think of fire bolts encased in shotgun like shells and then a gun like object that has some number of hammers that when released make some number of the firebolt rounds go off.


 I also remember a series of book, "The Guardians of the Flame"; in which the people from Earth make firearms which gives them a big leg up on the military scale but after a few years the Mage Guild creates something close to the self contained rounds the Earthers are producing and their advantage drops off. Except for the difficulty of the Mages Guild to produce the Mage Rounds. A good series IIRC from the mid to late 80's.
MDC
Title: Re: Casting Time of Items
Post by: pastaav on January 05, 2012, 03:13:07 AM
I think this talk about burst of shots is approaching the issue from the wrong side. One attack with a melee weapon represent the damage caused by a number of thrusts with your weapon. It is an abstraction of the essence combat that only exist to make the game flow well. The same apply to the firebolt attack. The damage caused by fire is capped not because it is realistic that you can only burn so much, but because the gaming experience will suffer if a firebolt attack is a sure kill.

The game was designed so that you have a decent chance of doing a killing a hit with a bow. Thing is that the word "bow" is just a word. We could change the flavor text and say it is an attack table for handguns instead. In the real world we know that a rocket cause more damage than an arrow, but how much more damage is fair at the game table?

I am pretty certain that if we want a good gaming experience then the handgun using fighter should have about the same probability to kill since the game isn't fun if it is too easy to kill people. Should both bow and rocket exist in the same game then we in some sense must nerf or boost one of them in some sense compared to reality to keep the gaming field flat enough for the game to be playable.

Looking further at the idea of burst of firebolts. The maxiumum damage of an attack in the game is something that we at times dodge by adding more attacks. Two Weapon Combat and Haste are the classic examples, but I think I speak for all GMs when I say they also are mess balance wise. The question how much effort should be needed to get the second attack is a delicate matter. 
Title: Re: Casting Time of Items
Post by: Marc R on January 05, 2012, 06:03:51 AM
r'dan, per the topic of the thread, this started with "Instant casting from objects" to which I said I'd used with no problem, the only time it got hairy was when we also dropped the casting 1/round limit. . .I think the example started with "Ring of teleportation, wand of fireballs" somewhere up in there.

Speeding up items is a fairly minor shift in how the game runs, dropping the 1/round limit tends to get into problems fast. . .especially if you do both. . . .there's only so much trouble you can get into stacking up book instants, the "items always instant" rule opens all of SL to stacking.
Title: Re: Casting Time of Items
Post by: providence13 on January 05, 2012, 07:56:42 AM
r'dan, per the topic of the thread, this started with "Instant casting from objects" to which I said I'd used with no problem, the only time it got hairy was when we also dropped the casting 1/round limit. . .I think the example started with "Ring of teleportation, wand of fireballs" somewhere up in there.

Speeding up items is a fairly minor shift in how the game runs, dropping the 1/round limit tends to get into problems fast. . .especially if you do both. . . .there's only so much trouble you can get into stacking up book instants, the "items always instant" rule opens all of SL to stacking.

Although we have made (most) items cast as instants, I have the 'only 2 spells/rnd rule'. One instant and one normal is enough of a headache. :)

Also, I second the orientation roll for Teleports. Absurd (-70) isn't a bad trade off for GM's, if the party wants to use Teleport for popping in to cast/stab in the back, etc.

For our game, there's also %Act to consider. Sure you can cast 2 spells/rnd. But even if you get init and cast a spell do you want to save 10%Act just in case the slower init Fighter charges you? You may want to save a Bladeturn/Landing or whatever. Players saving some "just in case %Act" seems to help keep balance as well.   
Title: Re: Casting Time of Items
Post by: Cormac Doyle on January 05, 2012, 09:58:34 AM
Bows have a variable effective range, but for example, a longbow can hit targets up to 400 feet away as per our normal attack table (and historically/realistically; massed bowmen would lay-down artillery fire at up to 400 yards ... 1200 feet.)

That's a 1st level bowman

A mage has to be 6th level before he can even start developing his Firebolt attack ... and it has a MAX range of 100' (it simply sputters out beyond that point)

This means that even casting once per round, the mage cannot get off more than two shots at a fighter charging him ...

I'd be in favour of increasing the ranges on many spells ...
Title: Re: Casting Time of Items
Post by: RandalThor on January 05, 2012, 04:49:10 PM
MarcR, what you are forgetting is that what can be done, can be predicted.
Just like the missile attack by the plane near the horizon, the teleporting mage, as an element of a setting, will be known about, and there will be defenses built to deal with them.

Now, if you want to use your uber-cool teleporting/fireballing trick to kill the poor baker down the street ("Wheat-bran! I told him no wheat-bran!"), then I wouldn't even play it out. You succeed. He is just a baker.

On the other hand, if you want to do that to the Dire-Overlord of the 12 Kingdoms, you are going to run into a bit of a problem. You see, he damn near invented that trick, and he knows how to defend against it. You teleport in, get snagged by his teleport trap circle, and are now zapped by a dozen lighting bolts from the triggered staves ringing the room.*

Point: Nothing is all-win all the time. You have to be smart about how you do things, even when you are very powerful - sometimes that means you have to be even smarter.

*Yes, this can get into an escalating scale of such things, you just have to determine how much is enough for you. (The GM.) Plus, as others have mentioned, each spell-casting caries with it a chance of utter failure, even possible injury or death. So, having 5 chances of that a round can be a bit scary. If you do allow people to cast more than one spell a round, a simple adjustment would be to increase the fumble range of each subsequent spell. That could be a bit of a deterrent.

I like the 2 spells per round max: 1 normal and 1 instant. Also, I like the idea that the item casts the spell in the same manner as you would, but I can see where others may not. If not, then instant spells just aren't put into items.
Title: Re: Casting Time of Items
Post by: providence13 on January 05, 2012, 11:56:40 PM
The way I see it for my games, casting spells from items is pretty close to a Spell Store.
The spell has already been cast successfully, 1/day for over a month in item creation. The magical effect just needs some of the last minute targeting effects.
However, digging the item out of a pack or even from your belt, around your neck.. still takes %Act.

On the spell range issue; It may be difficult to judge exactly how close/far a distant target appears. Just like timed duration, spells could have a +/- 10% to 20% difference to max range targeting. How far exactly is 300ft when you are trying to lob a Fireball? Sometimes my players think they have laser range finders with GUI heads up displays.
Title: Re: Casting Time of Items
Post by: GrumpyOldFart on January 06, 2012, 09:27:15 AM
When a player asks, "How far away is _____?", the first words out of the GM's mouth should be, "Meh, about...". Never ever give a player an exact distance unless they actually go and measure it. If you want to be really mean, make a hidden die roll for how far off their distance sense is.
Title: Re: Casting Time of Items
Post by: Marc R on January 06, 2012, 09:36:04 AM
The problem Rand is that example is merely a very simple to lay out one that people get. . .

Often, with my high level Paladin, I made the comment of "You attack me, you're in trouble, but if I have time to buff spell myself for 3-4 rounds before I attack you, you're screwed."

Which becomes "I buff myself 5 spells at the drop of a hat." so you're always screwed.

Like, what kind of counter are you going to use on someone who starts combat by dropping multi blade turns, multi deflections, Anti magic radius, radius attack, radius attack.

It starts an arms race not rooted in tactics of action, but in closely reading the spells and stringing up 5 hit (or 10 hit if you allow 10 x 10% spells) combinations.

Haste, +100 OB, Extra Crit on next attack, Extra Crit on next attack, Extra Crit on next attack, Attack 100%.

Paralysis, Paralysis, Paralysis, Lightning bolt, Lightning bolt. (2 LB at 0 DB is going to slap you up)

My playing crew, handed the capability to cast 2 spells per round, turned to SL to find the best 2 shot. . .stringing 5 would almost cause brain damage in the potentialities it opens.

two gets bad enough when the caster is doing bladeturn/attack every round. It's probably not a game broken imbalance at 2, but it's pushing in that direction. . .keep in mind that this started off, all I said was "Instant cast items are no problem, the only time I see it become a problem is if you also break the 1/round limit." time to cast is a modification, casting 5-10 spells a round is game breaking. . .no idea why that comment was controversial enough to prompt so many replies.

And there's nothing about it being win-win all the time, it's about how it way shifts the balance in favor of casters to the point where you simply cannot ever allow a caster the option of choosing to attack, simply because they are unstoppable combinations in any normal situation. You shift the paradigm to where there's only 3 ways to ever beat a caster: 1) Eliminate magic in the area and attack them (like a cancel essence spell with a radius) 2) Ambush them and kill them before they react or 3) Run them out of PPs then kill them.

Magic is powerful, and great, but when you tip the balance to the point where magic trumps anything else, you break in play balance. The problem also lies in the fact that it's not simply the caster/non balance you're breaking. . .any caster can then kill any other caster with a combo, so it's a matter that you've broken the offensive/defensive balance so far toward offense that defense becomes almost impossible.

And saying that "Well, the demi god living under a mass contingency isn't threatened" or "The giant living in the non magic zone is safe" are very narrow exceptions to a generally game breaking scenario.

GoF, I think it was in Dragon magazine, but they suggested taking a canvas bag, going over a PCs equipment list, and dropping a bunch of approximately shaped objects in the bag. . ."I draw my wand out of my bag!" "OK, draw the pencil out of that bag while I time you." Then penalizing activity accordingly.
Title: Re: Casting Time of Items
Post by: jdale on January 06, 2012, 09:59:05 AM
MarcR, what you are forgetting is that what can be done, can be predicted.
Just like the missile attack by the plane near the horizon, the teleporting mage, as an element of a setting, will be known about, and there will be defenses built to deal with them.

When guns came to the battlefield, they could be predicted and defenses could be invented - but they also forced a complete rethink about strategy and tactics. Armor disappeared, other weapons were gradually phased out. The same happened again with machine guns, with artillery, with tanks, etc.

The system is built around a certain set of assumptions. Spells are balanced with those assumptions, classes are balanced with those assumptions. You can throw them out but if you do so, you need to rethink everything else to make sure it will work together. You can certainly do that. But does it add something to the game to do so?
Title: Re: Casting Time of Items
Post by: yammahoper on January 06, 2012, 01:03:41 PM
In RM, mages are lethal in combat.  Add in firearms, and mages combat spells are a bunch of crap, the guns dominate the feild.

I have ran many blended games of SM/RM.  Certain modifications are essential to make the mage worth much of anything in combat.  Or just accept that it the movement and information spells are were  the value is.  One things for certain, give my PC the choice of suffering a fireball or hand grenade attack, I'll pick fireball.  Shot by rifle of firebolt, I'll take firebolt.  Now, if the mage can double tap or autofire his firebolt...different story.
Title: Re: Casting Time of Items
Post by: Marc R on January 06, 2012, 01:14:23 PM
I agree, which is why I think instant items are a minor house rule tweak, but casting multiple times per round is paradigm shifting, in line with the snips below:

It's probably not a game broken imbalance at 2, but it's pushing in that direction. . .keep in mind that this started off, all I said was "Instant cast items are no problem, the only time I see it become a problem is if you also break the 1/round limit." time to cast is a modification, casting 5-10 spells a round is game breaking. . .no idea why that comment was controversial enough to prompt so many replies.

MarcR, what you are forgetting is that what can be done, can be predicted.
Just like the missile attack by the plane near the horizon, the teleporting mage, as an element of a setting, will be known about, and there will be defenses built to deal with them.

When guns came to the battlefield, they could be predicted and defenses could be invented - but they also forced a complete rethink about strategy and tactics. Armor disappeared, other weapons were gradually phased out. The same happened again with machine guns, with artillery, with tanks, etc.

The system is built around a certain set of assumptions. Spells are balanced with those assumptions, classes are balanced with those assumptions. You can throw them out but if you do so, you need to rethink everything else to make sure it will work together. You can certainly do that. But does it add something to the game to do so?
Title: Re: Casting Time of Items
Post by: yammahoper on January 06, 2012, 01:29:46 PM
Allow your spell users to use the fire arm rules for their directed attack spells, it really is lots of fun. 
Title: Re: Casting Time of Items
Post by: RandalThor on January 07, 2012, 11:53:15 AM
Magic is powerful, and great, but when you tip the balance to the point where magic trumps anything else, you break in play balance. The problem also lies in the fact that it's not simply the caster/non balance you're breaking. . .any caster can then kill any other caster with a combo, so it's a matter that you've broken the offensive/defensive balance so far toward offense that defense becomes almost impossible.
Well, I have really come to believe that in a world with such magic anyone who is anyone would use magic - like in Earthdawn. It would not make sense to not use magic, whether you are going full-mage or semi, you would use magic. In Earthdawn, to play a character that is nonmagical, is suicidal at best.

Quote
GoF, I think it was in Dragon magazine, but they suggested taking a canvas bag, going over a PCs equipment list, and dropping a bunch of approximately shaped objects in the bag. . ."I draw my wand out of my bag!" "OK, draw the pencil out of that bag while I time you." Then penalizing activity accordingly.
That is just evil, and an awesome way to make a point.