Difference between revisions of "MRPG Cooldown"

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(Magic Cool Downs)
Line 4: Line 4:
  
 
==Magic Cool Downs==
 
==Magic Cool Downs==
<table><tr><td width="30%">
+
<table><tr><td width="20%">
 
'''Base Spellcasting Cool Downs:'''
 
'''Base Spellcasting Cool Downs:'''
 
<table border="1">
 
<table border="1">
<tr><td width="20%">'''Level'''</td><td>'''Cool Downs:'''</td></tr>
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<tr><td>'''Level'''</td><td>'''Cool Downs:'''</td></tr>
 
<tr><td>3</td><td>3 + 1</td></tr>
 
<tr><td>3</td><td>3 + 1</td></tr>
 
<tr><td>6</td><td>3 + 2</td></tr>
 
<tr><td>6</td><td>3 + 2</td></tr>
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'''WorldShaper Notes:''' Just go with the [[MPNP WorldShaper|standards]], here.
 
'''WorldShaper Notes:''' Just go with the [[MPNP WorldShaper|standards]], here.
 
  
 
==See Also:==
 
==See Also:==

Revision as of 22:15, 14 October 2015

Spells, Activated Abilities, and various other effects in game all use the Cool Down System(TM) to avoid letting the player's over-use them. The basic system involves a counter. Since most abilities calling for a cool down are either used in or trigger combat, the cool down is measured in combat rounds.

Example: The Rogue in your party has a temper, and decides to use the Injure ability on a shopkeeper whom he has perceived to have wronged him. While the Injur affect definitely lands, this immediately triggers a combat instance.

Magic Cool Downs

Base Spellcasting Cool Downs:

LevelCool Downs:
33 + 1
63 + 2
93 + 3
123 + 4
153 + 5
183 + 6
213 + 7
243 + 7

Any magic user begins with a base possible 3 simultaneous cool-downs. Once 3 different spells are on cool-down, no more casting(this does not apply to spell-like abilities or spells cast from use-items). As a character levels, they gain additional cool downs at a rate of one every 3 levels.

Cool Downs are measured in Rounds

Most spell cool-downs re-set instantly as soon as a combat instance ends, however some spells will have other limitations listed in their descriptions(1 hour cool-down, number of castings per day, etc).

Various skills and facets provide additional cool downs or reduce the time.

Cool Down Outside of Combat

This is one place where the fast and loose rules of the game come into play. Let's assume that casting any spell requires at least some actions(waving your arms around like an idiot) and has a mental component requiring concentration in multiple phases. Think of it like recalling a short poem from memory combined with some light interpretive dance.

Casting one spell per round is easy, outside of combat, assuming that it takes a few seconds. The mage cannot just "cast every spell instantly because it's not combat".

WorldShaper Notes: Just go with the standards, here.

See Also: