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Re: game date and mutate
> Good point. Maybe the writeup on the parameters of regen should be
> elucidated. I'll bet Dan and crew never intended all this mutating for
> killer creature skills to become a serious issue. I agree with your point
> about DP being a sort of function of conditioning and metabolism, and a
> certain aspect of regen should deal with this as opposed to recovering
> limbs.
>
> Here's an idea: why not have mutations get adjudicated like magic
> item creations? Both are similar in that they leave alot to chance as the
> magic has its way.
> --Expend additional finesses on the spell to refine the effect,
> e.g. muscles with an enhanced molecular structure for 2-3 finesses such
> that there is no additional mass or volume to the muscle. Or just use
> extra finesses so that less is left to the magical dice.
> --Luck amulets? probably not...
>
> Sooooo....roll a couple of d6 for the outcome, like magic items. High
> means better results than expected (not so freakish), low means extra
> penalties (a few have already been mentioned).
>
I'd like to see something more definate written up on it, cause currently
a mutate is better than a magical item, and more common(or getting
that way). There definately needs to be something more than 1
paragraph written up on it.
Wright
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