Default difficulty for spellcasting

By moofrank1, in WFRP Rules Questions

pumpkin said:

NezziR said:

There is a rule where if you have "excess" power, unless you concentrate (use a manuver) you lose 1 power on your turn.

Can't find any rule that if you have less, you gain one though.

Ahha! Yes! This is where it came from. Stay with me now:

On ToM: 34, under Excess Power, it says:

...but they need to concentrate a small amount of energy to keep power from dissipating as it tries to reach equilibrium based on their Willpower. To reflect this, a spellcaster must spend a manoeuvre on his turn to control this excess power. If the spellcaster cannot or chooses not to spend a manoeuvre to control the extra power, he loses one power.

This demonstrates 'power going down', seeking equilibrium, and provides a mechanic from keeping it from doing so (though it would have been nice if it had been assigned some timing, such as 'in the Beginning of Turn Phase'). So, we have a 'battery draining' example.

On ToM 33, under Channeling Power , it says:

When his power level is below his Willpower rating, his power slowly recharges, until it eventually reaches his Willpower rating. When his power level is higher than his Willpower power slowly dissipates unless the Spellcaster can exert control <snip>

This demonstrates both the recharge and the dissipation concepts, back to back, and using the same verbage (slowly). This is where I got in trouble. I assumed because (it appears that) power recharges and discharges at the same rate, and power will discharge during combat rounds, that it would recharge as well if it was lower than the casters Willpower.

Since it never says that power increases during combat in the book, and since no concrete timing is provided for the mechanic, it is likely my assumption that power goes up (instead of just down) in encounter mode was wrong. I will update the caster sheet to reflect that on next release.

Thanks for helping me sort this out. It was starting to bug me.

I am inclined to make recharge up to your WP available during Rally steps and resting. Obviously it only applies when your level is below equilibrium.

Rally: gain 1 power/favour

Rest: regain up to your WP.

Ok, I know this is a small sample ... but here are 30 rolls that I made using the dice pool from the examples of the spellcaster.
<BBB>®[Y][W] <PP>
That's 8 dice per roll, barring Righteous success. (which never added more than one die)
Some results might seem off a die, because of multiple symbols from the red die that I didn't list separately and just lumped each with their type

Results
1. *SS*,*SE},*B*,{CC},{B},*NN* => *S*,{E}
2. *S*,*BB*,*C*,{CCCC},{N},*NN* => {CCC},*BB*,*C*
3. *SS*,*B*,*C*,{CC},{S},*N* => *S* (must use comet as success),*B*,{S}
4. *SSS*,*R*,*B*,*C*,{CC},{N},*N* => *SS*,*C*,*B*
5. *S*,*R*,*BB*,{C},{BB},*NNN* => *S*
6. *SS*,*BB*,{CCCC},*NN* => {CC},*BB*
7. *SS*,*B*,*C*,{NN},*NN* => *SS*,*B*,*C*
8. *SSS*,*BBB*,{CC},{BB},*N* => *S*,*B*
9. *SS*,*BBB*,{CC},{B},{N},*N* => *BB*
10. *SS*,*R*,*BBB*,{C},{BB},*N* => *SS*,*B*
11. *SSSS*,*R*,{C},{B},*NN* => *SSSS*,{B}
12. *S*,*C*,*B*,{BB},{N},*NN* => *S*,*C*,{B}
13. *SS*,*R*,*B*,*C*,{CCCC},*N* => {C},*B*,*C*
14. *SS*,*BBB*,{CC},{N} => *BBB*
15. *SSS*,*B*,{CC},{BB},*NN* => *S*,{B}
16. *SS*,*R*,*C*,*BB*,{C},{N},*N* => *SS*,*C*,*BB*
17. *S*,*BBB*,{CCCC},*NN* => {CCC},*BBB*
18. *SS*,*SE},*BB*,{CC},{BB},*N* => *S*,{E}
19. *SSS*,*BBB*,{B},{S},*N* => *SSS*,*BB*,{S}
20. *SSS*,*C*,*B*,{CCC},*N* => *S* (must use comet as success),*B*
21. *SSS*,*C*,{CC},{B},*NN* => *S*,*C*,{B}
22. *SSS*,*BB*,{BB},{N},*NN* => *SSS*
23. *SE},*C*,*B*,{CC},{N},*NNNN* => {C},*C*,*B*,{E}
24. *SSS*,*BBB*,{CC},{BB},*N* => *S*,*B*
25. *SSS*,*SE},*B*,{BBB},*N* => *SSSS*,{BB},{E}
26. *SSS*,*BB*,*C*,{CC},*N* => *S*,*BB*,*C*
27. *SSS*,*SE},*C*,{CCC},*N* => *S*,*C*,{E}
28. *SSS*,*SE},*BB*,{S},{N} => *SSSS*,*BB*,{S},{E}
29. *S*,*B*,{CCCC},*NNNN* => {CC},*B*
30. *SS*,*R*,*B*,{S},{BB},*NN* => *SSS*,{BB},{S}

Successful casts: 22/30
Failed casts: 8/30
Chaos Stars: 4
Exertion: 7
Failures with extra boons: 8/8
Successful casts with only 1 hammer (and no comet): 8/22
Successful casts with only 1 hammer (and comet, so could bump to 2x hammers): 4/22
Avg number of resulting hammers (on successful casts, including only comets that are required to cause a successful cast): 1.86 (41/22)

So, some interesting trends here I think.
About a 73% chance to successfully cast.
Every time a cast failed, it seemed to be due to a combination of rolling a {CC} on both <P> (for {CCCC}, and then rolling several *B* or a lot of *N*. Also interesting that EVERY failure had uncountered *B*. Due to both <P> rolling {C}'s mainly, so the only {B} could come from the ® die.

Average number of resulting hammers, not counting comets, is getting close to 2. With comets, you can get pretty much 2 successes on the average cast.

I'd say that's probably a decent ratio for an apprentice wizard to cast a difficult spell (ie, one that adds an additional <P>). Increasing their stance to (RR) or (GG), of course, will make it even easier to cast since those provide more chances for *S*. I'll work on trying some (G),(GG) and (RR) rolls to see how they turn out.

Interesting... Remember that Sunatet's dice roller converts the results to NezNotation. You could just roll them and cut/paste the faces. Might make it quicker.

I'd be interested to see what the same results were without the extra die. Then I'd be interested in an official ruling happy.gif

Ok, for some comparison.
30 rolls using Sunatet's dice roller
<PP> <BBB> ® [Y][W]

1. <PP>{C}{CC}<BBB>*B**S**S*®{B}[Y]*B*[W] => {C},*B*
2. <PP>{S}{CC}<BBB>*S**S*®*SS*[Y][W]*B* => *SS*,*B*,{S}
3. <PP>{C}{BB}<BBB>*S**S*®*SS*[Y]*C*[W]*S* => *SSSS*,*C*,{BB}
4. <PP>{S}<BBB>*S*®[Y]*B*[W]*S* => *SS*,*B*,{S}
5. <PP>{B}{C}<BBB>*S**S*®*SE}[Y]*S*[W]*B* => *SSS*,{E}
6. <PP>{S}{BB}<BBB>*S**S**B*®{B}[Y]*S*[W] => *SSS*,{BB},{S}
7. <PP>{CC}{CC}<BBB>*B**S*®{B}[Y]*B*[W]*S* => {CC},*B*
8. <PP>{C}{BB}<BBB>*S**B**S*®*SB*[Y]*S*[W]*B* => *SSS*,*B*
9. <PP>{BB}{CC}<BBB>*S**S**B*®*SB*[YYY]*R**R**S*[W]*S* => *SSSSS*
10. <PP>{CC}{CC}<BBB>*S**S*®*SE}[YY]*R**B*[W]*S* => *S*,*B*,{E}
11. <PP>{CC}{CC}<BBB>*S**S**S*®*BB*[Y]*C*[W] => {C},*BB*,*C*
12. <PP>{CC}{BB}<BBB>*S**S**B*®*SE}[YYYY]*R**R**R*[W]*S* => *SSSSS*,{B},{E}
13. <PP>{BB}{BB}<BBB>*S*®*SE}[Y]*S*[W] => *SSS*,{BBBB},{E}
14. <PP>{C}<BBB>*S**S**B*®*SE}[Y]*C*[W] => *SS*,*B*,*C*,{E}
15. <PP>{C}{B}<BBB>*S**S**S*®*SE}[Y][W]*S* => *SSSS*,{B},{E}
16. <PP>{S}{S}<BBB>*S*®*SE}[Y]*S*[W] => *SSS*,{SS},{E}
17. <PP>{C}{C}<BBB>*S**S**S*®*SE}[Y]*B*[W]*B* => *SS*,*BB*,{E}
18. <PP>{CC}{C}<BBB>*S**B**B*®*SS*[Y]*B*[W]*B* => *BBBB*
19. <PP>{CC}<BBB>*S**S**S*®*SB*[Y]*B*[W]*S* => *SSS*,*BB*
20. <PP>{S}{S}<BBB>*S**B*®*BB*[Y]*C*[W]*B* => *S*,*BBBB*,*C*,{SS}
21. <PP>{CC}{BB}<BBB>*B**S*®*SE}[Y]*S*[W]*S* => *SS*,{B},{E}
22. <PP>{B}{C}<BBB>*B**S*®*SS*[Y]*B*[W] => *SS*,*B*
23. <PP>{C}{C}<BBB>*B**B**S*®[Y][W] => {C},*BB*
24. <PP>{CC}<BBB>*S**S**B*®*SS*[Y]*C*[W] => *SS*,*B*,*C*
25. <PP>{B}{B}<BBB>*S**S*®{B}[YY]*R**S*[W]*S* => *SSSSS*,{BBB}
26. <PP>{S}{S}<BBB>*S*®*SE}[Y]*C*[W] => *SS*,*C*,{SS},{E}
27. <PP>{S}{C}<BBB>*S*®*SB*[Y]*S*[W]*S* => *SSS*,*B*,{S}
28. <PP>{B}{C}<BBB>*S**S**S*®{B}[Y]*S*[W] => *SSS*,{BB}
29. <PP>{C}{CC}<BBB>*S**S**B*®{B}[Y]*S*[W]*S* => *S*
30. <PP>{B}{C}<BBB>*B**S**S*®*SS*[Y]*C*[W] => *SSS*,*C*

Successful casts: 25/30
Failed casts: 5/30
Chaos Stars: 10
Exertion: 10
Failures with extra boons: 5/5
Successful casts with only 1 hammer (and no comet): 2/25
Successful casts with only 1 hammer (and comet, so could bump to 2x hammers): 2/25
Avg number of resulting hammers (on successful casts, including only comets that are required to cause a successful cast): 2.76 (69/25)

So, some interesting trends here I think.
About a 83% chance to successfully cast.
Average hammers is up to well over 2 on average
A couple more exertions rolled.
A lot more Chaos Stars, including 3 times where double stars were rolled.

So, these are the 'expected' results either with not-quickcasting a spell that has an additional <P>, or quickcasting a spell that doesn't have an additional <P>

Next up ... A test using (G), a test using (RR), a test using (GG), a test using only <P>, and a test using <PPP> (for quickcasting those tough spells)

30 rolls using Sunatet's dice roller. Conservative Stance (G) instead of reckless ®
<PP> <BBB> (G) [Y][W]

1.<PP>{S}{C}<BBB>*S**S*(G)*B*[Y]*C*[W] => *S*,*B*,*C*,{S}
2. <PP>{S}{S}<BBB>*B**S**S*(G)*S*[Y]*B*[W] => *SSS*,*BB*,{SS}
3. <PP>{B}<BBB>*S**B**S*(G)*SB*[Y]*B*[W] => *SSS*,*BB*
4. <PP>{C}{B}<BBB>*S**S*(G)*SB*[Y]*C*[W] => *SS*,*C*
5. <PP>{C}{BB}<BBB>*S**S*(G)*SB*[Y]*C*[W] => *SS*,*C*,{B}
6. <PP>{S}{BB}<BBB>*S**B**S*(G)*SD}[Y]*S*[W]*S* => *SSSSS*,{B},{S},{D}
7. <PP>{S}{CC}<BBB>*B**S**B*(G)*SD}[YY]*R**S*[W] => *SS*,*BB*,{S},{D}
8. <PP>{BB}{BB}<BBB>*B**B*(G)*B*[Y]*B*[W] => Nothing!
9. <PP>{BB}{C}<BBB>*S**S*(G)*SB*[Y]*C*[W] => *SS*,*C*,{B}
10. <PP>{C}{CC}<BBB>*B**S*(G)*S*[Y]*S*[W] => *B*
11. <PP>{C}{C}<BBB>*B**S*(G)*S*[Y]*B*[W]*S* => *S*,*BB*
12. <PP>{C}{C}<BBB>*S**B**S*(G)*B*[Y]*S*[W]*S* => *SS*,*BB*
13. <PP>{C}<BBB>*S*(G)*S*[YY]*R**B*[W]*S* => *SSS*,*B*
14. <PP>{CC}{S}<BBB>*S**S**S*(G)*S*[Y]*S*[W] => *SSS*,{S}
15. <PP>{C}{B}<BBB>*B*(G)*SB*[YY]*R**B*[W] => *S*,*BB*
16. <PP>{C}{CC}<BBB>*B**S*(G)*S*[Y]*B*[W]*S* => *BB*
17. <PP>{CC}{CC}<BBB>*S**S*(G)*S*[Y]*B*[W]*B* => {C},*BB*
18. <PP>{S}{CC}<BBB>*B**S**S*(G)[Y]*C*[W] => *S* (must convert comet),*B*,{S}
19. <PP>{C}{CC}<BBB>*B*(G)*S*[Y]*S*[W] => {C},*B*
20. <PP>{C}{CC}<BBB>*S**S**S*(G)*SB*[YYY]*R**R**C*[W] => *SSS*,*B*,*C*
21. <PP>{CC}{B}<BBB>*S**S*(G)*SD}[YY]*R**S*[W] => *SSS*,{B},{D}
22. <PP>{B}{BB}<BBB>*B**S**S*(G)*SB*[Y]*S*[W]*S* => *SSSSS*,{B}
23. <PP>{CC}{B}<BBB>*S**S**S*(G)*S*[Y]*S*[W] => *SSS*,{B}
24. <PP>{CC}{S}<BBB>*S*(G)*B*[Y]*S*[W] => *B*,{S}
25. <PP>{C}{C}<BBB>*S**B**S*(G)*SD}[Y]*C*[W]*S* => *SS*,*B*,*C*,{D}
26. <PP>{C}{S}<BBB>*S**S**S*(G)*S*[Y]*B*[W]*B* => *SSS*,*BB*,{S}
27. <PP>{B}{C}<BBB>*S*(G)*SB*[YY]*R**C*[W] => *SS*,*C*
28. <PP>{B}{BB}<BBB>*S**S**S*(G)*B*[Y]*C*[W] => *SSS*,*C*,{BB}
29. <PP>{S}{C}<BBB>*S**S**S*(G)*S*[Y]*B*[W] => *SSS*,*B*,{S}
30. <PP>{C}{C}<BBB>*S**B**S*(G)*S*[Y]*B*[W] => *S*,*BB*

Successful casts: 24/30
Failed casts: 6/30
Chaos Stars: 9
Delay: 4
Failures with extra boons: 5/6
Successful casts with only 1 hammer (and no comet): 4/24
Successful casts with only 1 hammer (and comet, so could bump to 2x hammers): 1/24
Avg number of resulting hammers (on successful casts, including only comets that are required to cause a successful cast): 2.46 (59/24)

So, some interesting trends here I think.
About a 80% chance to successfully cast.
Average hammers is over 2 on average
Delays are a little low (lower than I would expect).
Chaos Stars average the same as the ® test.

===========================================================
30 rolls using Sunatet's dice roller. Using (RR)
<PP> <BB> (RR) [Y][W]

1. <PP>{BB}{C}<BB>*B**S*(RR)*SE}*SE}[YY]*R**S*[W]*B* => *SSSS*,{EE}
2. <PP>{CC}{BB}<BB>*S**S*(RR)*SS**SS*[Y]*C*[W]*B* => *SSS*,*C*,{B}
3. <PP>{B}{BB}<BB>*S**S*(RR)*SB*[Y]*B*[W] => *SSS*,{B}
4. <PP>{CC}{C}<BB>*B**S*(RR)*SS*[YY]*R**S*[W]*B* => *SS*,*BB*
5. <PP>{C}{C}<BB>*S*(RR)*SE}{B}[YYY]*R**R**B*[W] => *SS*,{E}
6. <PP>{C}{S}<BB>*S**S*(RR)*SB**BB*[Y][W] => *SS*,*BBB*,{S}
7. <PP>{BB}{S}<BB>*B*(RR)*SB*{B}[Y][W] => *S*,{B},{S}
8. <PP>{BB}{CC}<BB>*S**B*(RR)*SB**SE}[Y]*C*[W]*S* => *SS*,*C*,{E}
9. <PP>{BB}{BB}<BB>(RR)*SB**SB*[Y][W]*S* => *SSS*,{BB}
10. <PP>{CC}{CC}<BB>*S**S*(RR)*SE}[YY]*R**B*[W]*B* => *BB*,{E}
11. <PP>{BB}{CC}<BB>*S*(RR)*SS*[Y]*S*[W] => *SS*,{BB}
12. <PP>{CC}{B}<BB>*S*(RR)*SS*[Y]*S*[W]*S* => *SSS*,{B}
13. <PP>{BB}<BB>*S**S*(RR)*SE}*BB*[Y]*S*[W] => *SSSS*,{E}
14. <PP>{CC}{BB}<BB>*B**B*(RR)*SE}[Y]*B*[W]*B* => {C}.*BB*.{E}
15. <PP>{S}{CC}<BB>*S**S*(RR){B}*SE}[Y][W]*B* => *S*,{S},{E}
16. <PP>{BB}{BB}<BB>*S**S*(RR)*SS**SE}[Y]*B*[W] => *SSSSS*,{BBB},{E}
17. <PP>{C}{S}<BB>*S**B*(RR)*SE}[Y]*C*[W] => *S*,*B*,*C*,{S},{E}
18. <PP>{B}{C}<BB>*S**S*(RR)*SE}[Y]*C*[W] => *SS*,*C*,{B},{E}
19. <PP>{C}<BB>*B*(RR){B}*SE}[Y]*C*[W]*B* => *S* (must use comet as success),*B*,{E}
20. <PP>{S}{S}<BB>*S*(RR)*BB**SE}[Y]*B*[W]*S* => *SSS*,*BBB*,{SS},{E}
21. <PP>{B}{B}<BB>*B*(RR)*SE}*SS*[Y]*S*[W]*S* => *SSSSS*,{B},{E}
22. <PP>{B}<BB>*S**B*(RR)*SS**BB*[Y]*B*[W] => *SSS*,*BBB*
23. <PP>{CC}<BB>*S**S*(RR)*SB*[Y]*B*[W] => *S*,*BB*
24. <PP>{BB}{C}<BB>*S**S*(RR)*SB**SB*[Y]*B*[W] => *SSS*,*B*
25. <PP>{B}{CC}<BB>*S*(RR)*SE}*SB*[Y]*C*[W]*S* => *SS*,*C*,{E}
26. <PP>{C}{CC}<BB>*S*(RR)*SE}*SS*[YYY]*R**R*[W] => *SSS*,{E}
27. <PP>{S}{BB}<BB>*S**B*(RR)*SE}[Y]*B*[W]*S* => *SSS*,{S},{E}
28. <PP>{C}{B}<BB>*S**S*(RR)*BB*[Y][W]*S* => *SS*,*B*
29. <PP>{B}{C}<BB>*B**B*(RR)*SS*[Y]*B*[W] => *S*,*BB*
30. <PP>{C}{C}<BB>*S**S*(RR)*SS**BB*[Y]*B*[W] => *SS*,*BBB*

Successful casts: 28/30
Failed casts: 2/30
Chaos Stars: 7
Exertion: 17
Failures with extra boons: 2/2
Successful casts with only 1 hammer (and no comet): 5/28
Successful casts with only 1 hammer (and comet, so could bump to 2x hammers): 1/28
Avg number of resulting hammers (on successful casts, including only comets that are required to cause a successful cast): 2.46 (69/28)

So, some interesting trends here I think.
Changing a second <B> to an ® bumps the success rate to about a 93% chance to successfully cast.
Average hammers is over 2 on average
Exertions are pretty high, as expected.
Chaos Stars average the same as the ® test.

=========================================================================
30 rolls using Sunatet's dice roller. Using (GG)
<PP> <BB> (GG) [Y][W]

1. <PP>{CC}{BB}<BB>*S**S*(GG)*B**B*[Y][W] => Nothing!
2. <PP>{CC}{C}<BB>*S**S*(GG)*S**S*[YY]*R**B*[W]*B* => *SS*,*BB*
3. <PP>{BB}<BB>*S*(GG)*B**S*[Y]*B*[W] => *SS*
4. <PP>{C}{BB}<BB>*B*(GG)*SB**S*[Y]*C*[W] => *S*,*C*
5. <PP>{BB}{S}<BB>*S**B*(GG)*S**SD}[Y]*C*[W] => *SSS*,*C*,{B},{D}
6. <PP>{S}<BB>*S**S*(GG)*SB*[Y]*C*[W] => *SSS*,*B*,*C*,{S}
7. <PP>{CC}{BB}<BB>*B**S*(GG)*S*[YY]*R**B*[W]*B* => *S*,*B*
8. <PP>{S}{BB}<BB>*S*(GG)*SD}*SD}[YY]*R*[W] => *SSSS*,{BB},{S},{DD}
9. <PP>{S}{CC}<BB>*S*(GG)*B**S*[Y]*S*[W]*B* => *S*,*BB*,{S}
10. <PP>{CC}{S}<BB>*B*(GG)*S**S*[Y]*B*[W] => *BB*,{S}
11. <PP>{S}<BB>*S*(GG)*B**SD}[Y]*S*[W]*B* => *SSS*,*BB*,{S},{D}
12. <PP>{S}{S}<BB>*S*(GG)*SD}*B*[Y]*B*[W]*S* => *SSS*,*BB*,{SS},{D}
13. <PP>{CC}{BB}<BB>*S**S*(GG)*S**S*[Y]*B*[W] => *SS*,{B}
14. <PP>{CC}{B}<BB>*B*(GG)*SD}*SD}[Y]*S*[W]*B* => *S*,*B*,{DD}
15. <PP>{S}{C}<BB>*B*(GG)*S**S*[YYY]*R**R**B*[W] => *SSS*,*BB*,{S}
16. <PP>{C}{C}<BB>*S**B*(GG)*SB**S*[YYY]*R**R**S*[W]*B* => *SSSS*,*BBB*
17. <PP>{B}{CC}<BB>*B**S*(GG)*S**SD}[YY]*R**S*[W]*S* => *SSSS*,{D}
18. <PP>{B}{C}<BB>*S**S*(GG)*S**S*[Y]*C*[W] => *SSS*,*C*,{B}
19. <PP>{CC}{CC}<BB>*B**S*(GG)*S**SD}[Y]*B*[W]*S* => *BB*,{D}
20. <PP>{CC}{B}<BB>*S**S*(GG)*S**SB*[Y]*C*[W]*S* => *SSS*,*C*
21. <PP>{B}{B}<BB>*S**S*(GG)*S**S*[YYY]*R**R**B*[W] => *SSSSSS*,{B}
22. <PP>{BB}{B}<BB>*S*(GG)*S**SD}[Y]*S*[W]*B* => *SSSS*,{BB},{D}
23. <PP>{S}{C}<BB>*S**S*(GG)*B*[YY]*R**B*[W]*B* => *SS*,*BBB*,{S}
24. <PP>{CC}{S}<BB>*B**S*(GG)*SD}[Y]*C*[W] => *S* (must use comet as success),*B*,{S},{D}
25. <PP>{S}<BB>*B*(GG)*B**S*[Y][W] => *S*,*BB*,{S}
26. <PP>{S}{S}<BB>*S**S*(GG)*SB**S*[Y]*B*[W]*S* => *SSSSS*,*BB*,{SS}
27. <PP>{C}{BB}<BB>*B**S*(GG)*B**B*[Y]*S*[W]*S* => *SS*,*B*
28. <PP>{CC}{BB}<BB>*S**B*(GG)*S**S*[YYY]*R**R**C*[W]*S* => *SSSS*,*C*,{B}
29. <PP>{S}{B}<BB>*S**S*(GG)*S**S*[YY]*R**C*[W]*S* => *SSSSSS*,*C*,{B},{S}
30. <PP>{CC}{S}<BB>*S**S*(GG)*B**B*[Y]*C*[W] => *S* (must use comet as success),*BB*,{S}

Successful casts: 27/30
Failed casts: 3/30
Chaos Stars: 16
Delay: 11
Failures with extra boons: 2/3
Successful casts with only 1 hammer (and no comet): 6/27
Successful casts with only 1 hammer (and comet, so could bump to 2x hammers): 1/27
Avg number of resulting hammers (on successful casts, including only comets that are required to cause a successful cast): 2.78 (75/27)

Changing a second <B> to an (G) bumps the success rate to about a 90% chance to successfully cast.
Average hammers is over 2 on average
Chaos Stars seem higher than the ® test, which just seems to be chance since @10-11 seems the norm so far.

=========================================================================
30 rolls using Sunatet's dice roller. Using only a single <P>, with a single ®
<P> <BBB> ® [Y][W]

1. <P><BBB>*B**S*®*SE}[Y]*B*[W]*B* => *SS*,*BBB*,{E}
2. <P>{C}<BBB>*S**S**B*®{B}[Y]*S*[W]*B* => *SS*,*B*
3. <P>{S}<BBB>*S*®{B}[Y]*B*[W]*B* => *S*,*B*,{S}
4. <P>{CC}<BBB>*B**S**S*®*SS*[Y]*S*[W]*S* => *SSSS*,*B*
5. <P>{CC}<BBB>*S**B**S*®{B}[Y]*B*[W] => *B*
6. <P>{CC}<BBB>*S**S*®*SB*[Y]*S*[W]*S* => *SSS*,*B*
7. <P>{CC}<BBB>*S**S**S*®*SS*[Y]*C*[W] => *SSS*,*C*
8. <P>{C}<BBB>*S**S*®{B}[Y]*B*[W] => *S*
9. <P>{C}<BBB>*S**B**B*®*BB*[Y]*C*[W]*B* => *S* (must use comet as success),*BBBBB*
10. <P>{BB}<BBB>*S**S**S*®*BB*[Y]*C*[W] => *SSS*,*C*
11. <P>{CC}<BBB>*S**B*®*SS*[Y]*S*[W]*B* => *SS*,*BB*
12. <P>{CC}<BBB>*S**B*®[Y]*C*[W] => {C}, *C*,*B*
13. <P>{CC}<BBB>*S**S**B*®*BB*[YY]*R**B*[W] => *S*,*BBBB*
14. <P>{BB}<BBB>*S**S**S*®*SE}[Y]*C*[W]*S* => *SSSSS*,*C*,{BB},{E}
15. <P>{B}<BBB>*S**S**S*®{B}[YYY]*R**R**B*[W] => *SSSSS*,{B}
16. <P>{S}<BBB>*B**S**B*®*SE}[Y]*C*[W] => *SS*,*BB,*C*,{S},{E}
17. <P>{CC}<BBB>*B**S**S*®*SS*[YY]*R**S*[W] => *SSSS*,*B*
18. <P>{C}<BBB>*B**S**B*®{B}[Y]*B*[W] => *BB*
19. <P>{CC}<BBB>*B**S**B*®*SE}[YY]*R*[W] => *S*,*BB*,{E}
20. <P>{S}<BBB>*B**B*®{B}[Y]*B*[W]*S* => *S*,*BB*,{S}
21. <P>{B}<BBB>*S*®*SB*[Y]*S*[W] => *SSS*
22. <P>{BB}<BBB>*S**S**S*®*SS*[Y][W]*S* => *SSSSSS*,{BB}
23. <P>{C}<BBB>*S**B**S*®*SE}[Y]*B*[W]*B* => *SS,*BBB*,{E}
24. <P>{BB}<BBB>*S**S**B*®[Y]*B*[W] => *SS*
25. <P>{B}<BBB>*S**B*®[Y]*B*[W] => *S*,*B*
26. <P>{C}<BBB>*S**S*®{B}[Y]*B*[W]*S* => *SS*
27. <P>{S}<BBB>*S**S*®*BB*[Y]*S*[W] => *SSS*,*BB*,{S}
28. <P>{CC}<BBB>*S*®*SB*[Y]*S*[W] => *S*,*B*
29. <P>{C}<BBB>*S**S**S*®*SB*[YY]*R**C*[W]*B* => *SSSS*,*BB*,*C*
30. <P>{S}<BBB>*S**B**S*®{B}[Y]*C*[W]*B* => *SS*,*B*,*C*,{S}

Successful casts: 27/30
Failed casts: 3/30
Chaos Stars: 5
Exertion: 5
Failures with extra boons: 3/3
Successful casts with only 1 hammer (and no comet): 8/27
Successful casts with only 1 hammer (and comet, so could bump to 2x hammers): 0/27
Avg number of resulting hammers (on successful casts, including only comets that are required to cause a successful cast): 2.48 (67/27)
success rate is about a 90% chance to successfully cast.

A single <P> seems to produce similar results to attempting to cast with <PP> and using (RR) or (GG). That seems to reflect that a single stance die, for the most part, offsets a single challenge die. Of course, additional stance dice have exertion/delay increases that come with them, and challenge dice have chances for chaos stars.

Those rolls are very similar to what you would expect from a melee or ranged damage character with similar stats. Not a huge difference between <P> and <PP>. The biggest difference is, on average, <PP> doubles to chance of a miscast.

Looking through the miscast cards, there are some pretty significant results (some of them affecting more characters than just the caster). There are effect that:

  • Add <P> to rolls
  • Everyone suffers 1 fatigue
  • Add wounds, stress, or fatigue (a lot of the stress and fatigue ones)
  • Add to soak or defense

and other weird effects.

Those extra stars could kill or incapacitate the caster or the party. I would almost (almost) say there's a bigger potential for effect on combat from the miscasts than from the damage the caster does (both good and bad). Increasing <P> doubles the chance of that occurring.

That actually sounds kinda fun...

Did we get an official answer to the difficulty in casting then?

No, not yet, but an email said there was a F.A.Q. incoming.

I expect the answer will be: "Whatever the GM thinks the difficulty for spellcasting should be".

My test rolls have been interesting. It really showed that stance dice do a pretty good job of equalling out difficulty dice. If you want a very good chance of succeeding, you should have at least as many stance dice as difficulty dice. While NezziR made some good points about having spellcasting be a Simple (0d) task, my tests seemed to show that there really isn't that much of a mechanics or success problem having a default <P> (which can be easily remedied by the caster increasing their stance). Really, the only 'downside' of a default <P> for spellcasting is the increased risk of Chaos Star miscasts by having 2 challenge dice (assuming quickcasting or a difficult spell that has a <P> modifier). You could always house rule that a single cast will never have more than a single miscast ... so the odds of a miscast are greater, you won't get multiples. Or, some other house rule to mitigate miscasts (draw 2 and choose maybe) if you find they are too unbalancing/frequent.

pumpkin said:

NezziR said:

Chipacabra said:


I haven't found the rule itself, but I've found a rule that references the (imaginary?) rule. In the rules for the rally step, it says that spellcasters move one towards equilibrium just like they do during their end of turn.

Yeah, this may have been where I got it. I'm not sure now. That would mean there are no automatic shifts toward equilibrium during combat, but only during the rally phase. If we can't find it soon, I'll update the caster quick reference sheet.

There is a rule where if you have "excess" power, unless you concentrate (use a manuver) you lose 1 power on your turn.

Can't find any rule that if you have less, you gain one though.

As priest can gain faith dependant on their specific talent card, if they got one back every round anyway, it would make their faith talent pretty redundant.

My point was that the rules for the rally step say that the equilibrium shift during rally is the same as the shift during the end of turn step. Which means there is a shift during the end of turn step.

Chipacabra said:

pumpkin said:

NezziR said:

Chipacabra said:


I haven't found the rule itself, but I've found a rule that references the (imaginary?) rule. In the rules for the rally step, it says that spellcasters move one towards equilibrium just like they do during their end of turn.

Yeah, this may have been where I got it. I'm not sure now. That would mean there are no automatic shifts toward equilibrium during combat, but only during the rally phase. If we can't find it soon, I'll update the caster quick reference sheet.

There is a rule where if you have "excess" power, unless you concentrate (use a manuver) you lose 1 power on your turn.

Can't find any rule that if you have less, you gain one though.

As priest can gain faith dependant on their specific talent card, if they got one back every round anyway, it would make their faith talent pretty redundant.

My point was that the rules for the rally step say that the equilibrium shift during rally is the same as the shift during the end of turn step. Which means there is a shift during the end of turn step.

Strictly speaking the rally step only says "adjust" as if it was end of turn phase. Within the end of turn phase section itself no adjusting of power/favour is actually mentioned. The only adjustment rule we have is when the PC has excess power/favour at which point they lose one unless they concentrate (but exactly when this occurs isn't mentioned although you could cause it to happen in the end of turn phase for simplicities sake).

So strictly speaking, the adjust in the rally step could just mean reduce if it is greater than equilibrium, but not increase if less.

However, I'm inclined to agree with your intepretation (and Nez's original one), and here's a couple of points to help back up the theory..

The curry favour/channeling action cards do grant a minimum of 2 though for a single success, not conclusive proof, but it could be assumed that this 2 from concious effort is an improvemnt on the one you automatically get from unconcious effort, and re-thinking the talent cards for priests, they grant their favour regardless of equilibrium and therefore I am now inclined to think that you do move power/favour 1 step closer to equilibrium as part of the end of turn phase, even though it isn't clearly stated. You can prevent the reduction by spending a manuver to do so.

obviously, once in story mode it becomes almost impossible to hold onto the excess store (and if less it slowly recharges anyway) so the start of each encounter should have power/favour start at equilibrium, IMO.

dvang said:

I expect the answer will be: "Whatever the GM thinks the difficulty for spellcasting should be".

My test rolls have been interesting. It really showed that stance dice do a pretty good job of equalling out difficulty dice. If you want a very good chance of succeeding, you should have at least as many stance dice as difficulty dice. While NezziR made some good points about having spellcasting be a Simple (0d) task, my tests seemed to show that there really isn't that much of a mechanics or success problem having a default <P> (which can be easily remedied by the caster increasing their stance). Really, the only 'downside' of a default <P> for spellcasting is the increased risk of Chaos Star miscasts by having 2 challenge dice (assuming quickcasting or a difficult spell that has a <P> modifier). You could always house rule that a single cast will never have more than a single miscast ... so the odds of a miscast are greater, you won't get multiples. Or, some other house rule to mitigate miscasts (draw 2 and choose maybe) if you find they are too unbalancing/frequent.

Dvang You are insane rolling so much lengua.gif

You could have been hurt or something

To make Your life a bit easier (and safer) I added an Roll Log at the bottom of the page, and ability to make 1-100 rolls at one click.

Enjoy!

PS: don't forget to clear the CACHE of your browser and RELOAD the page.

Hehe, thanks Sunatet. Something I noticed and thought of while I was using it ... it might have been nice to have the displayed results match whether you had the full or the canceled showing. As it was, I had to manually type out the canceled end results. Either swap as clicked, or just have a new row that displays the canceled results in NezNotation.

dvang said:

Hehe, thanks Sunatet. Something I noticed and thought of while I was using it ... it might have been nice to have the displayed results match whether you had the full or the canceled showing. As it was, I had to manually type out the canceled end results. Either swap as clicked, or just have a new row that displays the canceled results in NezNotation.

Not sure if that you had in mind, but I changed the log, so depending on the tab you are currently on (either "Result summary - cancelled", or "Result summary - full") you see the sum of all results, or cancelled results in the log...

I probably make no sense.. just check the roller, and tell me if it is ok lengua.gif

Sunatet said:

dvang said:

Hehe, thanks Sunatet. Something I noticed and thought of while I was using it ... it might have been nice to have the displayed results match whether you had the full or the canceled showing. As it was, I had to manually type out the canceled end results. Either swap as clicked, or just have a new row that displays the canceled results in NezNotation.

Not sure if that you had in mind, but I changed the log, so depending on the tab you are currently on (either "Result summary - cancelled", or "Result summary - full") you see the sum of all results, or cancelled results in the log...

I probably make no sense.. just check the roller, and tell me if it is ok lengua.gif

LOL! Dude, that's awesome! You've turned that thing from a simple dice roller into quite a handy tool!

NezziR said:

LOL! Dude, that's awesome! You've turned that thing from a simple dice roller into quite a handy tool!

And just added some more gran_risa.gif

Count for: Success, Success+Bane, Failure, Failure+Boon.

Hi,

I haven't yet had a change to play the game myself but was thinking this:

What if quick casting would work similar to blessings:

TURN 1 (power=wp)

Channel

TURN 2 (power=wp+channel)

Cast spell normal 1<P>

Channel add +1<P>

TURN 3 (power=remainder+channel)

Cast spell normal 1<P>

Channel add +1<P>

.. and so on.

Would this create a working cycle where (a) spellcaster can cast every turn (but maybe not the first) and (b) spellcasting succeeds often but © channeling in more difficult but this is something that it can handle?

I don't have the rules or cards before me now so I don't know if this shift of extra difficulty to Channelling will yeild the wanted compromise.

To me Blessing and Spellcasting are unnecessaryly too different in sequence management and their different nature of risk could be handled otherwise.

You more experienced - please comment?


Keep this very important rule in mind for PRIEST casting: Favour is only absorbed by invoked blessings at the Beginning of the round.

Also, the requirements for Curry Favour (if I remember right) is that you have invoked a blessing while not having enough Favour. You can't just walk around currying favour.

So, you invoke a blessing and it takes what Favour you have, then you can curry favour at increased difficulty. The blessing will not take effect until the next turn because it does not absorb the additional Favour until the beginning of the next round.

If you do not try and "quick cast" then you Invoke one round -> Curry the next round -> the blessing absorbs at the start of the 3rd round and takes effect. Priest casting is slow. If you need it RIGHT NOW it's not going to happen until the 2nd round unless you already have enough Favour.

Thanks for clarification.

Still too complex in my opinion. Essentially is just "refuelling" and "blasting away". Same as with a crossbow: fire and reload.

Still I have to admit I have not tried this in practice in any form, only in theory.

How would it work if I made it this simple:

You can Channel-Spellcast and Curry-Invoke in the same turn in any order but the latter is always exposed to +1d<P> added difficulty, standard difficulty being 1d<P> for any action?

Mordenthral said:

Keep this very important rule in mind for PRIEST casting: Favour is only absorbed by invoked blessings at the Beginning of the round.

I guess your right, it says this in the rules on p.32 even though example above used wording "As soon as a 4th favor was available.."

The summary of rules would have been much appreciated - or even underlining or bolding words for emphasize.

Actually, IMO it's one of the great things. Priests cast differently than Wizards, but still have some similar mechanics. Priests tend to cast a bit slower, but safer (not usually having excess 'power' stored), whereas wizards build up a lot of power and store it until they use it. More dangerous and more stressful, but a bit more flexible and faster.

In a surprise of surprises it seems that both camps were partially right...

Spells do default to a default difficulty of Simple(d0) but any action that has "vs Target Defense" pretty much follows the same rules as melee and ranged attacks. The default difficulty is easy (d1) and you take into consideration the targets defense value. Plus you add the difficulty of the actual action.

Now the only spell I'm unsure of is Cauterize which targets Critical Severity. This one is not against a characterisic or opposed test or vs Target defense, so it just defaults to simple (d0)???

Blustar said:

In a surprise of surprises it seems that both camps were partially right...

Spells do default to a default difficulty of Simple(d0) but any action that has "vs Target Defense" pretty much follows the same rules as melee and ranged attacks. The default difficulty is easy (d1) and you take into consideration the targets defense value. Plus you add the difficulty of the actual action.

Now the only spell I'm unsure of is Cauterize which targets Critical Severity. This one is not against a characterisic or opposed test or vs Target defense, so it just defaults to simple (d0)???

I would assume yes as this is the benefit of the action vs the use of plain ol' first aid. Does the card have specific guildelines for what Severity actually does, does it add <P> or ?