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Re: another point on mutates





On Tue, 14 Jul 1998, Steve Ames wrote:

> > Or now do you just get 1 mutate and blow the 10K xp?  Also I've seen
> > in the past, and recently, characters continuing to buy up mutated
> > things, one that sticks out in my mind currently is a character who
> > bought up to rank 12 fly.  
> 
> Ummm... no. Monster abilities are not skills, they cannot be bought
> without the intervention of  the 'mutate' spell. They cannot be 
> bought. Sheesh. Bad GM, bad... :)
> 
> > So I guess the question is, should such a person require 78 mutates
> > and 15,600 xp.  Should it take 1 mutate and 15,600xp?  or should
> > it take 12 mutates and 15,600xp?
> 
> Current errata: 12 mutates, 15,600xp. There is a rumor about finessed
> mutates to do more, but dunno... And if finesse is possible it shouldn't
> allow more of a mutate just alter the parameters of mutate. Insted of the
> mutation taking 3 weeks to complete (how long do they take BTW? And are
> you down for the count during the conversion? Sick?) perhaps a mutate
> lets you take off 5 days, or lessen the ill effects or better define
> how the side affects will be implemented, etc...
> 
> 						-Steve
> 


Let's not forget that mutate can be used as a combat spell, to mutate away
some poor soul's heart or the like.  Mutate is instantaneous.  I think.
 
If wings are mutated, a base rate (like running for a human) should be
carved in stone.  That is a part of being a creature.  Otherwise, I am
going to buy up land movement as a creature skill.

Jevan