Nnelg wrote:I hope this isn't the "Final" Final Draft...
Nope. Still needs work; that's why it's in this discussion thread.
None of the new rules are 'finally final' yet, until they're applied to the entire campaign world.
Nnelg wrote:I think the prices need some tweaking across the board (mostly downwards). I'm fine with those "super" illusions costing a ton, but I'm worried that I won't be able to do cheaper ones as often.
We only see Jack perform one or two major illusions in a turn, but yeah, you might be right, especially since you'd need to buff your Defense as you level, so you can't just dump everything into Juice.
Nnelg wrote:Could we add a modifier that decreases the duration of effect to say, two or three rounds, with a fractional juice multiplier?
Perhaps. We might even open up a new category - Restrictions - with that and Exclusivity being placed there.
Nnelg wrote:Also, I would request a "mind blink" modifier that would make observers not notice the sudden transition when the spell is cast.
One additional special I've been considering adding to Foolamancers is that no one notices when they cast a spell - they look like they're delaying their action instead. But I don't like "mind blink" since there's no good way to codify it. Give me some examples as to how you'd want to use such a thing; this will help me picture its implementation and decide what to do with it.
Back to our "the unit looks healed" example, you could use Psychosomia to make it appear as if you're casting a spell, and they become healed. You could also sync with a healamancer, and make it appear as if she healed many more targets than she actually did. But you couldn't just have the wounds vanish, and use a "mind blink" make them forget that the units were originally wounded.
And the reason for this is that it won't fool PCs. The PCs won't forget that the wounds were there, and will either assume that it's an illusion or that it's an error by the GM and demand that it be corrected.
Nnelg wrote:I don't feel the way you handled agression with phantasms is much in the spirit of Foolamancy... Seeing as how that fatigue damage becomes real the second any real damage hits it. I'm fine with illusions being able to do some 'soft' damage, just not to that extent.
Ok, so Fatigue won't work. Let's just call it Illusionary damage, and unlike Fatigue damage, it just vanishes if real damage occurs. Therefore, you could combine Subdue and Illusion to try to knock someone out quickly, but one wrong hit injures them badly and shakes them out of believing the illusionary wounds.
Nnelg wrote:Well, there's still that shock value of a Bone Dragon suddenly appearing in your face, even if you realize it's a fake within seconds. I know I'd like to do stuff that; disrupting enemy the enemy just the slightest amount, but at the most important moment.
What if we applied a singular "distraction" spell, targeting an enemy unit or stack. There'd probably be some roll involved, and if successful the target will delay instead of doing whatever it was going to do that phase (and/or the next).
From a mechanics perspective, we could modify Psychosomia so that illusionary status effects on an enemy only last for a single phase, which would allow you to briefly stun one or more targets for a very short time. This would at least provide a mechanism that's consistent with existing rules.