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Looking for ideas: How to keep Lightning Ball from "winning" SRM?

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worldeater888

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  • Catalyst Demo Team #898 - Lewis Greywolf
« Reply #30 on: (15:56:31/05-03-18) »
Just to point out something from the SRM FAQ (1.4). It's in SECTION 6: GENERAL SRM RULES (Page 18) - "If I Quicken a spell during play, do I buy hits or can I spend Edge and Reagents and roll my skill as normal? You must buy hits and cannot use Edge or reagents"

So in missions play a mage buying hits and not using edge with a quickened Increase Reflexes spell should only have 3-5 net hits (or possibly 6 if they are a real monster). That should keep the initiative numbers down in the low 20's. It doesn't matter how many net hits they had when they cast it, the quickening only holds the ones you can buy.

« Reply #31 on: (16:18:51/05-03-18) »
Just to point out something from the SRM FAQ (1.4). It's in SECTION 6: GENERAL SRM RULES (Page 18) - "If I Quicken a spell during play, do I buy hits or can I spend Edge and Reagents and roll my skill as normal? You must buy hits and cannot use Edge or reagents"

So in missions play a mage buying hits and not using edge with a quickened Increase Reflexes spell should only have 3-5 net hits (or possibly 6 if they are a real monster). That should keep the initiative numbers down in the low 20's. It doesn't matter how many net hits they had when they cast it, the quickening only holds the ones you can buy.

Yeah, no they trust that spell to their Spirits of Man to cast and sustain on them.  AFAIK they only quicken the stat boosts, which caps out at 4 hits anyway.  Since they're used to being allowed to have a Spirit of Man do 2 or 3 buffs each, they don't need to do a whole lot of quickening.

Lormyr

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« Reply #32 on: (20:09:14/05-03-18) »
Just to point out something from the SRM FAQ (1.4). It's in SECTION 6: GENERAL SRM RULES (Page 18) - "If I Quicken a spell during play, do I buy hits or can I spend Edge and Reagents and roll my skill as normal? You must buy hits and cannot use Edge or reagents"

So in missions play a mage buying hits and not using edge with a quickened Increase Reflexes spell should only have 3-5 net hits (or possibly 6 if they are a real monster). That should keep the initiative numbers down in the low 20's. It doesn't matter how many net hits they had when they cast it, the quickening only holds the ones you can buy.

Well, with the karma cap of Chicago being over 1,000, buying hits all the way up through 8-10 is certainly possible for hyper-specialized builds. That is not even including that bound spirits can assist spellcasting, and add their Force to the dice pool.