Post by Nifredil on Apr 10, 2017 16:19:52 GMT
This is a percent chance of an event occurring or not occurring. 1-100
Up to this point, if an event can occur but is not 100% positive, The Magician has personally been, for lack of a better word, rolling dice to see if it happens or not. BUT there are times when he is not at a battle or event and the Judges need to have that same ability. To that end, a RNG (Random Number Generator) has been especially crafted for Universal Judge use.
These will be used for things like a Rogue picking a lock. A question came up about whether they can pick a magic lock. In DnD they can, but they have a decreased chance of doing so.
Dispelling a spell is also the same. It is completely impossible for a lower level caster to dispel a higher level spell without help. That doesn't change...BUT...what happens when the casters are of an equal level?
The same can be said for Turning, Banishing, Compelling, and Controlling. Up to this point the rule of thumb has been that if you are higher level than the chosen entity you win. Which is a good rule of thumb....BUT...there are times when that does not work. A good example is a Lich. Only Magisters can turn a Lich, even though the player turning Lich might be level 4. That means..."Hey I am a level 5 High Priest.. I am higher level. What about the higher level rule?"
Well the answer thus far has been that there are certain types that just can't be turned. But really, that can only go so far before it becomes ridiculous. When it is on a small scale, say the undead, then it works...BUT...then we really don't have people TRYING to turn undead very often. A lot of chances as of late for this to occur...and I am not seeing it..maybe it IS happening but..eh.
Anyway. Here is a way for that to occur more readily and a new Rule of Thumb for the Judges.
Let us start with:
Dispelling.
This includes things like Dispelling a Sage's Elemental form or another Mage's Shield or Ward.
Equal level? Base 50% chance of dispel. This can go up or down by 10% per increment with bonuses. Those bonuses might be an extra wizard, an artifact, or a special place, and those will act as Pluses. Negatives might be a cursed object, layered ward, defense rune, or trap spells.
Picking Locks.
Equal level? 50% chance. Up or down by 10% per increment. Positives might be an enchanted lockpick set, shoddy craftsmanship or condition of the lock, or high level of skill (10% bonus per rogue level). Negatives might be Magical lock (10% decrease per caster level), superior craftsmanship or condition of the lock, low level of skill (10% decrease per rogue level).
Turning and Compelling, Beseeching and Commanding.
This can get complicated because it is not entirely based on the character level. It includes the "Level Type" of the entity to be turned or compelled. However, it can be broken down by categories.
1. Skeleton/Zombie
2. Ghoul/Wight
3. Ghost/Wraith
4. Lesser Mummy/Ghost
5. Vampire/Spectre
6. Greater Mummy/Phantom/Vampire Lord
7. Lich/Revenant
8. Master
9. Arch
A Cleric or Necromancer can auto-turn a being at their rank's category or below. They can attempt to turn a creature above their level for 2 levels with a 10% per level above them. So a Level 5 High Priest Guildmaster has a 10% chance of turning a Lich and a 20% chance of turning a Greater Mummy. Paladins cast at half of their actual level, so a level 4 Paladin is able to turn a level 2 wight.
This same concept follows with Other Planar Beings, but begins slightly higher:
2. Minor demon/Minor Elemental/Minor devil/Minor celestial
3. Lesser
4. Standard
5. Major
6. Greater
7. Arch
8. Duke
9. Baron
10. Lord
This applies to Druids, Elementalists, Clerics, Paladins, Demonologists, and Mages, as far as what can be affected. Paladins cast at half of their actual level, so a Level 4 Paladin casts at level 2. A non-specialized mage casts at 1 level below their actual level, so a level 4 non-specialized mage casts at level 3.
Banishing and Compelling
This is a stronger version of Turn/Compel which uses all of the same attributes, except there is a base 50% chance of success at equal level and it goes up or down from there. Example: While a level 5 Cleric can auto turn a Vampire, they only have a 50% chance of banishing them. You can not compel or banish a being above your own level
Up to this point, if an event can occur but is not 100% positive, The Magician has personally been, for lack of a better word, rolling dice to see if it happens or not. BUT there are times when he is not at a battle or event and the Judges need to have that same ability. To that end, a RNG (Random Number Generator) has been especially crafted for Universal Judge use.
These will be used for things like a Rogue picking a lock. A question came up about whether they can pick a magic lock. In DnD they can, but they have a decreased chance of doing so.
Dispelling a spell is also the same. It is completely impossible for a lower level caster to dispel a higher level spell without help. That doesn't change...BUT...what happens when the casters are of an equal level?
The same can be said for Turning, Banishing, Compelling, and Controlling. Up to this point the rule of thumb has been that if you are higher level than the chosen entity you win. Which is a good rule of thumb....BUT...there are times when that does not work. A good example is a Lich. Only Magisters can turn a Lich, even though the player turning Lich might be level 4. That means..."Hey I am a level 5 High Priest.. I am higher level. What about the higher level rule?"
Well the answer thus far has been that there are certain types that just can't be turned. But really, that can only go so far before it becomes ridiculous. When it is on a small scale, say the undead, then it works...BUT...then we really don't have people TRYING to turn undead very often. A lot of chances as of late for this to occur...and I am not seeing it..maybe it IS happening but..eh.
Anyway. Here is a way for that to occur more readily and a new Rule of Thumb for the Judges.
Let us start with:
Dispelling.
This includes things like Dispelling a Sage's Elemental form or another Mage's Shield or Ward.
Equal level? Base 50% chance of dispel. This can go up or down by 10% per increment with bonuses. Those bonuses might be an extra wizard, an artifact, or a special place, and those will act as Pluses. Negatives might be a cursed object, layered ward, defense rune, or trap spells.
Picking Locks.
Equal level? 50% chance. Up or down by 10% per increment. Positives might be an enchanted lockpick set, shoddy craftsmanship or condition of the lock, or high level of skill (10% bonus per rogue level). Negatives might be Magical lock (10% decrease per caster level), superior craftsmanship or condition of the lock, low level of skill (10% decrease per rogue level).
Turning and Compelling, Beseeching and Commanding.
This can get complicated because it is not entirely based on the character level. It includes the "Level Type" of the entity to be turned or compelled. However, it can be broken down by categories.
1. Skeleton/Zombie
2. Ghoul/Wight
3. Ghost/Wraith
4. Lesser Mummy/Ghost
5. Vampire/Spectre
6. Greater Mummy/Phantom/Vampire Lord
7. Lich/Revenant
8. Master
9. Arch
A Cleric or Necromancer can auto-turn a being at their rank's category or below. They can attempt to turn a creature above their level for 2 levels with a 10% per level above them. So a Level 5 High Priest Guildmaster has a 10% chance of turning a Lich and a 20% chance of turning a Greater Mummy. Paladins cast at half of their actual level, so a level 4 Paladin is able to turn a level 2 wight.
This same concept follows with Other Planar Beings, but begins slightly higher:
2. Minor demon/Minor Elemental/Minor devil/Minor celestial
3. Lesser
4. Standard
5. Major
6. Greater
7. Arch
8. Duke
9. Baron
10. Lord
This applies to Druids, Elementalists, Clerics, Paladins, Demonologists, and Mages, as far as what can be affected. Paladins cast at half of their actual level, so a Level 4 Paladin casts at level 2. A non-specialized mage casts at 1 level below their actual level, so a level 4 non-specialized mage casts at level 3.
Banishing and Compelling
This is a stronger version of Turn/Compel which uses all of the same attributes, except there is a base 50% chance of success at equal level and it goes up or down from there. Example: While a level 5 Cleric can auto turn a Vampire, they only have a 50% chance of banishing them. You can not compel or banish a being above your own level