From that description, I am not even sure of what the furryboom should do.
We implement a timed detonation on our powerful streamlined fireballs and tweak their effect to be less fire and more ball, resulting in a greater displacement effect but causing less burning.
I am really not seeing a problem. "Timed detonation" seems pretty self evident. It detonates based upon timing, exploding after a period of time.
"Less fire and more ball" separates the "fireball" into its heat effect from beign a fire and its ball element which illustrates that it explands into a large shape, thus insinuating that there is an expansion element to the normal spell. If the spell possesses an expansion element, then focusing on that element oughtto be plausible. IT is justifying how the spell would be plausible as an extension of current theory rather than being a completely new element of the spells.
"greater displacement" indicates that it displaces more, specifically air, unless it detonates underwater... Given that an explosion is just rapid explansion that displaces the surroundings, this seems pretty self-explanatory.
"Less burning" points out where the power for the increase displacement will be coming from. Thus not trying to create a greater spell than currently exists, just a readjustment to make it more useful.
It is just that this one seems unusually succinct for my fare and I really honstly don't see how it fails to indicate the intention. Does it need more illustration of why this effect would be useful?
@RAM: It's almost like the effectiveness roll matters.
It does matter, but so does the design. We could have ended up with mediocre stuff instead, and on a good roll we could have had somethign that was useful by itself, rather than needing an additional technology to get it to an angle at which it would be useful. Rifles are not going to help with enemy airships unless we can increase their armour-pentration by a lot and they won't work against anything if the enemy increases their altitude. We are already pushing the limits of usefulness from our cannons interms of range and penetration, smaller guns are the popposite of what we need unless we are chasing some dream of infantry standing in trenches with rifles. They could be grand if we can ground the enemy forces, and the pillar of unmagic and the various convection towers could potentially do that if anyone cared to try them, but without the ability to get an indivicual infantryman into the air there is no value to having an individual infantryman rifle. We could have gotten three sixes and they still would have failed against a single mediocre-rolled revision for more altitufe.
The crystals have never been immune to lightning or heat. A six on a revision would not have made them immune to lightning or heat when making them immune to lighting and heat wasn't even mentioned. This was never going to be more than retardant armour. It got an average of +1 hits to kill. That is double. It went about as well as one could expect. Certainly, rolling 6 and getting, let's say, a dozen hits to kill, would have been much nicer, but it isn't exactly a paradigm shift.
We got exactly what we asked for, smaller, less powerful guns and a geometric increase in resiliency of some of our equipment. Bad rolls really didn't change that much. If we had gained insane success with the design then it is possible that we could have gotten something equal in power to our existing guns, and ended up with a more effective force, proviede that the enemy remained within range.
Unless my assumptions are wrong? How would this turn have gone if we had rolled 4 sixes?