12-31-99: Befuddled rules

I've been mulling over the rules on the spell Befuddle. I've always seen it as a bit overpowered for a 2pt spirit spell. Whatya think, should we change it a little? Current rule is that if the opponent's MPs are overcome, at the end of each following round he has to fail an INTx5% roll (dumb people overcome befuddlement easily) to shake it off. Meantime he is stumbling around dazed; +20% to be hit.

One change that could be made is that its effects are more random; I could make a little d10 table of responses to befuddlement (e.g. catatonia, fanatical, demoralized, mistakes friends for enemies, etc.).

Alternatively, the INTx5% roll could become INTx3% (not so fond of that).

Or maybe the victim could simply not distinguish between friend and foe, and would act defensively to anyone approaching him (kinda like that), but otherwise still be capable of acting. This is similar to the old RQ2 spell.

Or.... other wacky ideas? It needs to stay a 2pt offensive ranged spell.

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