Avatar of Killjoy Chaos
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  • Old Guild Username: Kraven
  • Joined: 11 yrs ago
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    1. Killjoy Chaos 7 yrs ago
    2. ██████ 11 yrs ago

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Sounds like something I might be interested in for Friday Nights.

EDIT: Either playstyle is fine with me.
<Snipped quote by Killjoy Chaos>

That is a well thought out point, but did you take into consideration that residual damage weakens with every turn? Say you cast a damage 16 spell. Your residual damage can only be 8 on the the next turn, the. 4 on the following turn, then 2, and finally 1. And yes, this would mean your spell could last longer than need be for weaker enemies. But then, you would want to use a weaker (more Mama efficient) spell against them to begin with right?

Personally, I prefer static residual instead of rolling for residual damage, because I'm trying to cut back on dice rolls in general.

However, we could go as far as to do both though, static or random, depending on the spell. I mean, one more dice roll when casting wouldn't hurt... When making the spell, you would pay more for how long the residual damage could last.

In either case, we're talking about the most advanced game mechanic in the game. LOL. I like your enthusiasm, but we can cross that bridge when we get to it. Awesome stuff though. Keep them coming.


It's more that I was unfamiliar with it.
Quick question regarding "residual damage", wouldn't it be wise to roll dice to determine how long the effects last? I mean this is just me thinking but having it set where the player(s) determining themselves, one may say "[insert effect: eg burning on an enemy] lasts longer than need be, or, Oak Flesh[armor+] lasts 20 turns in a battle against a relativly weak enemy.

Not saying I'd do something like that, but I have seen RPs where such has happened.

Aside from that, your idea sounds interesting
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How exactly are the character sheets to be written?
Hell, as long as I'm a tiger hyooman hybrid then I'm in!
Hmm I'm not too much of a fan of these type of things. But, I'll give it a chance.
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