A while back, I revised Flight and Hawk Flight.
I merged the spells, and gave them conditional movement rates
Actual play, though, has made me reconsider the conditional movement rates.
Basically, the players would cast Flight on, say, a lightly-armored high-Move Swashbuckler, boost him with Haste, and end up with extremely high speeds. We'd also spend considerable time - real life time, the most valuable commodity on game day - figuring out movement rates. Levitation gives a flat movement rate, so I'm okay with these doing so as well. I recognize that my change was both too powerful and a little clunky at the same time.
So I've decided to backtrack a bit.
Flight gives Basic Move 10, just as in DFRPG Spells.
Hawk Flight gives Basic Move 40, just as in GURPS Magic.
Encumbrance works normally - so Medium Encumbrance (0.6) reduces these to 6 and 24, for example.
Otherwise the spells are as listed.
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