Author Topic: RM2: ESF vs. Spell Mod.  (Read 2716 times)

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Offline Lemche

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RM2: ESF vs. Spell Mod.
« on: June 06, 2008, 06:10:14 AM »
I've run into a problem were I can't decide how to place the Mods.

In Spell Law there is listed some cases where the spell caster must make an ESF.
What it dosn't say is how ESF functions for other types og penalies.

I've listede some of the cases where I can't decide if the Mod. is made as an ESF or as a Mod. to the Spell Roll.

Fear: Character gets -50 to all action.
Crit:  Foe is at -20
Hit taken: -10
And what about stun rnd.
etc.

/Lemche

Offline Rasyr-Mjolnir

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Re: RM2: ESF vs. Spell Mod.
« Reply #1 on: June 06, 2008, 07:04:12 AM »
Those would be regular mods, not ESF mods.

ESF mods are mods that apply for casting a spell when the casting is outside what the normal core rules allow for (i.e. casting above one's level, or casting while wearing armor, etc..). The list of ESF mods are very specific.

Anything else would be just a regular mod to the casting roll.

Offline Marc R

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Re: RM2: ESF vs. Spell Mod.
« Reply #2 on: June 06, 2008, 08:19:14 AM »
Using RMX: ESF penalties and bonuses only change the unmodified failure (ne fumble) range of a spell, so when making the roll, the "Spell modifiers" don't apply, since the ESF only applies to the unmodified roll.

Using RM2: I consider ESF, Spell Failure and Fumble rolls to be akin to Critical rolls, in that a modifier only applies to them specifically. . .none are "actions" or "Maneuvers" affected by injury penalties. The only 2 modifiers I can think of that would affect all of the above, in the sense of "+/-X to ALL rolls" are the "Lucky" background option, and some of the spells on "Wyrd Mastery" that affect luck/probability.
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