A question about a funky interaction in the UESRPG3e
Howdy everyone, you might be surprised to hear there's a 3rd edition of an unofficial TTRPG based on the elder scrolls, or you might not! It's a classless party-based d100 system where you can do all sorts of wacky stuff like make custom spells and enchant a fork to cast Absorb Health on hit.
I have a question about how you would judge a funky interaction though. The Atronach stone grants the Spell Absorption (5) trait, which does as follows:
"Whenever magic of any kind affects them, roll a d10. If the value is less than or equal to 5 the magic has no effect on them and instead they regain missing MP up to the cost of the magic."
Nice. It helps offset the Stunted Magicka trait, which prevents natural regeneration of your MP. However, it's a bit of a double edged sword. Suddenly whenever you need healing, it's a coin toss as to whether you recover HP or MP, which could be disastrous in certain circumstances. When the party Recalls out of the collapsing mine, you might be left behind!
On the other hand, the Mysticism school offers the Absorb Health and Absorb Magicka effects, which deal X damage to an enemies HP or MP, then restores half as much HP or the entirety of MP damage to the caster. Ordinarily, this is an inefficient conversion of MP to Damage/enemy MP, but with the Spell Absorption, it can completely recoup your spent MP 50% of the time... and it's trivially easy to make multi-hit weapon enhancement spell to grant you that coin toss on every swing of your axe, or a big pulse or cloak effect to proc a bunch of absorptions at once.
My question to you is, is that too much? Is that a proper "reward" for dealing with a 50% failure chance on critically important effects? At first blush, it seems cracked and definitely not intended, but I'm not convinced the upsides eclipse the downsides.
IMO, without having played the game, this seems almost too penalizing on the player, and not cracked at all. Having magic of ANY kind be a 50% failure rate feels like an incredibly punishing mechanic.
We cut the universally active Spell Absorption trait to proc only on hostile magic. Potions, Healing, and mysticism secondary effects now function normally, and the atronach now plays much smoother and without the MP duplication cheese