Skip to main content

...One small investment for me...

One of the things about writing is that things need to be comfortable. Another is that it should be practical to the situation. at hand. So as I'm concerned, a small investment is likely to yield large results.

What is this small investment, and why does it matter? The investment is a wireless combo keyboard and mouse. I've had wireless keyboards before, and wireless mouse technology, but the advantage of this is both work with the same USB plug. With only two USB ports in my current computer, that's a major improvement.

 This means I am able (if I wish) to operate keyboard, mouse, and something else. The "something else' is always something rare, but when needed, it's great to have.

Also, with both keyboard and mouse combined and wireless, it means I do not have to keep the actual laptop near me to type. This means I can keep the laptop at eye level while typing and moving the mouse at a lower level where my hands are effectively on my lap. Thus everything is where it works for me.

One further advantage is that if I want to put my feet up, I can do so without interfering with the setup, as I am currently testing out now. It's a small victory, but celebrating small victories is itself a small victory for me. 

A few words about the spell design project

Since I have a few words left here, I will update on the Torg Eternity spell design project. I am now in the process of examining all the spells in Torg Eternity and looking at them as if they were being created "on the fly". So far, the chance of any of the published spells looking appetizing for a spell on the fly are remote, but that doesn't bother me. If a player wanted those spells, they would have probably taken them beforehand

What I'm looking for at this stage is how close close they are to what I consider "balanced". This includes the modifiers for trappings. I already know that some spells will not come close, even with the obvious trappings associated with them. Once I know what I need to "overcome" with my design Perks, they will be designed with an attempt to make them balanced against other Perks while still accomplishing the task for which they were designed. 

The goal for trappings is to tie them whenever possible to the Torg Value Chart. Cast time modifiers are already figured out on this basis: The time value of the real casting time is subtracted from the value of one round (5) to determine the modifier. Likewise, the modifier for Self is looking to be -5, based on an initial assessment that a spell that can only affect the caster is only 1/10 as effective as one that could be given to others. Restriction is currently scheduled for taking the time value between castings and again subtracting that from the value of one round (5), as normally a spell can be cast the round after the last one is completed. For initial balancing, I am considering a scene to be equivalent to 1 hour, and an act equivalent to one day.

Comments

Popular posts from this blog

...My First Parable Two men were walking through a deep forest in search of the large city they had heard was nearby. At a fork in the path, they spotted an ancient signpost with one end pointing toward each path.   The first man noted the age of the signpost, the conflicting pointers, and the obvious attempts that had been made to either fix it or attach other messages onto it. Disgusted, he continued in the path that continued mostly in the direction he was already traveling. The second man thought to himself: "Clearly this signpost was put here for a reason."  He examined the post in depth, not looking for imperfections in it like the first man did, but for what information he could still get from it. He saw that the writing on it was faded but still readable with some effort. And the path to the large city was not the one the first man took, but the other one that required a sharp turn in the direction of travel. So, looking to get out of the forest while there was st...
...Spell Trappings, Part 1 In a previous article, I mentioned that spells can have trappings , additional conditions that can reduce the Difficulty Number of a designed spell. Each trapping must create a situation where the spell either cannot be cast, provides incentive against casting, limits the scope of the spell, or requires additional preparation to cast.  This will list the trappings I have identified so far. Most of these are from the Aysle Sourcebook and reprinted in  Pixaud's Practical Grimoire  from the original Torg, but new ones are added, and all of them will offer suggestions for the player and game master to adjudicate them. In most cases, the value of the trapping has yet to be determined; I am "redesigning" the current published spells to see what values make sense. Additional Cast Time This one is easy enough to understand. Most spells can be cast in a single action, which is one round except in the case of Flurry. So if the spell takes longer than...