The Labyrinth · Legacy archive
Generic rule system
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Generic rule system
#1See Labyrinth thread in ideas section for details. This thread is dedicated to fleshing out a generic system of rules for tournament use. I think Manfred's idea of trading XP for skills is sound, so we could use that as a backbone for the development of the system.
The simpler the system the easier it will be to learn, so I recommend we base the whole system on skill categories (that includes natural attributes like intelligence, strength, etc. in addition to learned skills like swimming or fighting) and on die rolls which are made against the scores for those skills. -
Proposed system
#2There are four broad skill-categories:
Intellect
Brawn
Agility
Charisma
Each of these categories contains related skills (for instance spells, chess-playing, learning languages under intellect). A player has a score for each of these skills, which is a number between 1 and 100.
When an action (such as attacking, swimming, casting a spell, dodging lightning bolts, chatting up barmaids, etc) is carried out, the player must roll 1d100 (i.e. 2 ten-sided dice, taking the result of the first as the tens, the second as units) and try to obtain a score lower than his/her skill-score for the relevant skill.
I like this system because it incorporates combat, spellcasting, proficiencies and ability scores under one broad and simple umbrella. -
Character class and skill limitations
#3Every character chooses a character class (e.g. druid, assassin, cutpurse, etc) which fits into one of the following four class-categories:
Thief (main skill: agility)
Priest (main skill: intellect)
Mage (main skill: intellect)
Fighter (main skill: brawn)
The category to which you belong places restrictions on your assignment of skill points.
To begin a game, your character is assigned 100 XP (experience points) which must be exchanged for skill points (this is not necessarily a one-for-one transaction: some skills are harder to learn than others). Half of these XP must be spent on skills in your character's main skill category (see character class table above).
As you progress in a game you are awarded XP which you continuously exchange for skill points.
Skill scores from other skill-categories than your main skill cannot exceed 70 (e.g. a thief cannot have a spellcasting ability of 78%, a mage cannot break down doors with a 89% skill score). No skill can exceed 99%.
Skills from your own category cost less: there are two "exchange rates" for skill points. For instance a fighter learning to swim may only need to spend 2XP per point, while a mage would need to spend 4. These will be detailed individually when we catalogue the skills (if this system turns out to be any good). -
Combat system
#4A workable combat system consistent with the skill-based spirit of the rules would actually be counter-intuitive: rolling to get below your combat prowess?! Yay! I got a 1. However, the only alternative is to have a THAC0 like system which is equally strange: the better you get the lower your THAC0. So let's try this...
HP - hit points (a brawn skill)
CP - combat prowess (a brawn skill)
DP - defensive prowess (an agility skill, complemented by wearing armour)
* The attacker rolls 1d100 and tries to get lower than his/her CP.
* If s/he succeeds then the defender rolls 1d100 and tries to get lower than his/her DP.
* If s/he fails then the attacker rolls damage which is deducted from the HP of the defender. -
Generic rule system
#5Personally, I'd suggest that first character creation be on a 1-for-1 with skills of your category, and 2-for-1 on others.
More on this later, when I've gotten my new job. I do have skill ideas, also.
...I started to post HP and MP, but you're too quick for me, Eph. -
Generic rule system
#6I think the situation would have to be more complicated than that: skills like learning the spell Power Word Kill would need to cost more than spells like Sleep. Maybe we could make 1-for-1 the general rule, but with exceptions like this. My only worry about 1-for-1 is that everyone will quickly end up with skill scores like 70% and not be able to progress any further in that skill area.
The other main question to be asked (related to this) is: how do we award XP? I believe in DM discretion and not simply totting up the number of creatures killed, so a good idea would be rewarded with more XP than slaying a few giant spiders. Say a character accumulated 600XP in one game (by killing lots of creatures or stealing lots of gold) then that character would very quickly be able to amass skill points if they were exchanged 1-for-1.
Another option is a variable rate, that is to say 1-for-1 when the score is below 30, 2-for-1 when it is between 30 and 50, and so on. This would get a bit complicated, but not overly so, I think.
ephemeralstability! -
Generic rule system
#7I merely meant the flat exchange for skills when the character is first created - which would mean that any wizardling who bought up a Power Word Kill spell to usable levels would find themselves critically short of skill points for other vital skills - and when the magic-immune beast over there comes trotting towards them, or when the NPC they need to talk with looks like a horrid monster...
After creation, I'd say every 20 points doubles the base cost of the category.
So for the main category:
0-20: 1-for-1
21-40: 2-for1
41-60: 3-for-1
61-80 4-for-1
81-100: 5-for-1
With other groups being:
0-20: 2-for-1
21-40: 4-for-1
41-60: 8-for-1
61-70: 16-for-1
...Speaking of which, do main-category skills have a limit? I'd tend to agree with GURPS and Palladium, in that there's always a chance for error (say, 1 or 2 percent chance - 99 or 100 on the dice, you lose.) -
Generic rule system
#8I like that system for skill point-XP exchange, but I'm still not sure how you'd avoid the problem of some skills being more difficult than others. I had envisaged spells as being skills in themselves, so the power word kill spell (according to your system) would only cost 1 point for a beginning player.
I suppose you could divide skills into those which are continuously improved (e.g. HP) and those which are learned in one go (e.g. spells). The former would have the variable exchange rate you proposed, the latter would have a fixed cost (that way those deadly spells could be kept out of reach of children). -
Generic rule system
#9There should definitely be a limit on skill scores in your main category (I think I advocated 99% earlier, but even this may be too high, 98% might be better).
ephemeralstability! -
Generic rule system
#10Give the spells a percentage - each spell. Thus, 1 point for a Power Word Kill means you can cast it... One percent of the time.
And if we use MP, then we can price things according to spell power. A cantrip costs 1 MP, a Power Word Kill costs, say, 50. Or 100. Or more. -
Generic rule system
#11Yes! I like that. Thinking along those lines, introducing critical hits and critical fumbles for all different skills might be interesting. Critical fumbles with spells like power word kill could be very interesting indeed...
By the way, when you refer to MP, do you mean a magical equivalent of HP, which decreases each time you cast a spell, but the spells remain learned? Again that would be a skill area to which points were dedicated, and the wizard would have to choose between spending XP on a broad range of spells or the endurance to cast lots of them. -
Generic rule system
#12It looks to me like this simple system is going to get pretty complex pretty quick.
OK, skill catagories, skills, magic, and HP are all bought by EXP.
If you are thinking of actuallying giving 600 EXP in one play then the other costs are going to have to jacked up even more otherwise the wizard is going to become overbalanced with lots of spells.
I suggest EXP to 'learn' the spell. The cost to even have it in the inventory should be based on the spells power.
And then, as was suggested, more EXP to increase the % of casting it when you want to.
You could do the same for other skills as well. A EXP price to learn how to use a sword, knife etc. and then more EXP to actually be able to wield it well increasing your % to strike.
Any of these ideas is going to require us to go through pretty much everything weapon wise, decide on costs and how much to improve. And magic, do we go with the current level it is under and base a price on that, make up our own? Are we going to allow custom spells?
But I think this makes the game a lot more paper intensive and die roll intensive. I have never played online with a game that is basically going to require a roll for everything and for that we would prefer to play on a system that has the die roller built in, right? Does lots of die rolling work ok online? How about keeping track of all the stuff, each character have a paper sheet, something online that the DM can be privy to? I know I need to know stats to plan enemies and everything else. Is there maybe a way we can get away from all the numbers to a more generic system that is less rolling and more roleing. -
Generic rule system
#13Another thought.
This forum has another modification like the HP MP EXP we have now, but it has a point system.
(Everything we are saying here is still valid for it, whether it be on irc or the forum, email, whatever.)
This point system can be incorporated with another modification that is basically an item shop. (long topic and isn't explained very well http://www.phpbb.com/phpBB/viewtopic.php?t=60296)
Long story short. The point system allows points to be given, or earned by posts (which can be disabled) to people. These points can then be taken to the item shop where items can be purchased.
The interesting thing is the item shop is entirely filled with items by us. So what we can do is fill it with skills and magic and then assign points to them. So they can use the exp given by the DMs and buy their stats. DMs can see their stats and the point counting is done for us.
Any items that they buy can be viewed where the HP MP EXP stats are right now. From what I read they usually have pictures, but where they have pictures I can make it a stat list basically. (can be toggled on an off, we will have to discuss if we want this on the main forum, or make another one for the roleplaying)
Also have "treasure chests" that can give random items and or exp that might be interesting.
We still use any rule system we have, doesn't change anything really. Still have it in chat room as you want and can maybe just use the forums to 'store' the character or something, or some game can actually be played there. Whatever. Just throwing it out there. (I like forums) -
Generic rule system
#14Just wondering how it would be possible to play realtime in the forums? Chat is the only solution I can think of. As for die-rolling, that would really have to be taken on trust: the player says they roll a 00, you'd have to accept it.
And we wouldn't have to catalogue everything before the game: skills, items, spells could all be suggested by the characters and DMs could decide on XP costs and damage rolls, etc. It would be a dynamic rule system to cope with the complex situation.
ephemeralstability! -
Generic rule system
#15We could just have an uward limit of experience applied, or set out a Table of Reward. -
Generic rule system
#16We could even rely on the DMs to dole out XP in a way that keeps things fair!
Who rolls which dice:
On further thought, it's going to be complicated deciding who's rolling which dice when and to what end. Not only that, but there's the issue of how the information is passed on. Some sort of technical code is required. Here are a few suggestions:
Initiative rolls - Highest of 1d20, modifiers at DM's discretion. Typed as e.g. ::init - 2:: for an initiative roll of 2. Everyone makes a roll at same time and then proceed in order.
Attack roll made by attacker, defence roll made by defender, damage roll made by attacker:
::CP(34) - 78 f:: is an attack roll of 78 made by a player with CP 34. The f denotes failure.
:: DP(45) - 12 s:: is an attack roll of 12 made by a player with DP 45. The s denotes success.
::HP - 12:: denotes a damage roll of 12.
Example of play:
Tim says ::init - 1:: I'm in a world of my own! Orcs?
Han says ::init - 19:: I glance through the door just in time to see the orcs.
DM says ::init - 5:: The sluggish orcs glance up, unprepared.
Han says ::CP(67) - 19 s:: I whip out my sword and hurl it, blade twirling, at the nearest creature...
DM says :: DP(33) - 87 f::
Han says ::HP - 12::
DM says The sword catches the creature in the neck and severs it, cleanly.
I think this would take a bit of getting used to, but when you are accustomed it would be a fast and efficient method for running combat scenes.
ephemeralstability! -
Generic rule system
#17Commenting everything up and down:
The 1-100 skill system may work, if we just let the computer do all the rolls... might be doable through the chatroom, or some attached JavaScript, perhaps? Otherwise you'd have to roll right while sitting behind the computer :lol:
Half of these XP does NOT have to be spent on skills in your character's main skill category. Why truly care? Say you are born with a talent for magic, yet had no teacher. So you somehow became a wizard without spells, sad but true.
As you progress in a game you are awarded XP which you continuously exchange for skill points. Good. Or not? Why should you learn something new deep in the dungeon. Rule: You can only improve your skills anywhere (perhaps further limited by the DM), new skills have to be learned somewhere, or gained some exceptional way. -
Generic rule system
#18Further Limiting Skill Gain
Oh, we have forgotten something. :roll:
The Living City.
Limiting now: where do you get a skill from? Usually someone has to teach you. Usually you have to be a member of some organisation, to be taught something. Power Word Kill? Hmmm... Have you ever tried (in real world) to get something like a bazooka? It is either very complicated and costly OR only very costly. No DM should grant you such a spell, just because you have enough MP!
Rolling
If your character is somehow remembered inside the chat, including the skills etc., we may automate the whole stuff. Thus you write only ::init:: or ::attack:: , and the script (after submitting) merely checks for those :: and if its the right format, it pastes-in the result of roll. Can be expanded to any length desired, up to the point of having emoticons for the basic actions.
We could create a true on-line game! -
Generic rule system
#19Automation is yet another possibility, requiring more work put in beforehand but less work for the players to learn. If we were going for automated, we might as well put in buttons for different die rolls like initiative, skill tests and combat rolls. Instead of writing ::init:: you could just click on the "Initiative Roll" button. I'm sure we could easily store character stats in files which were accessed by the chat program and it could then test for successes.
This would lead to even faster game speeds, but the programming beforehand is problematic...I don't seem to be able to upload working Perl scripts to Strolen's server and that's the only CGI language I know. So if someone else has the time to code whatever we end up deciding on then feel free! -
Generic rule system
#20I agree that some skills can only be learned from someone who already knows them, but characters could teach each other skills, and this could lead to even greater depth of roleplaying (imagine the quarrels that could ensue between teacher and incompetent student).
There are some skills which will increase without tuition, for example if you are immersed in a foreign culture, your grasp of their language becomes better, and skill points could legitimately be spent continuously on learning that.
Spellbooks could be found in dungeons and skill points spent on learning them, and swordsmanship can increase with practice.
It is only really specialised skills which could not be somehow learned continuously, such as blacksmithing. The purpose of the continuous exchange between XP and skill points is to reflect the gradual learning process: it's a little unrealistic in 2eAD&D to lack the proficiency of horse-riding and then in between two adventures suddenly become able to ride as well as people who could do it before.
I would leave it to the DMs' discretion whether or not a particular skill was acquirable "along the way". -
Generic rule system
#21...I have a thought. I have access to a MUSH which I'm pretty much the sole controller of which we could use as a ultimate chat room; more useful because the clients to access it almost all have log functions.
Even more useful: I can set up individual rooms for each group. -
Generic rule system
#22Excuse my inexcusable ignorance, but what does MUSH stand for? I've heard of MUDs before, is it anything like that? Whatever it is it sounds like a very viable option.
I'm going to start up a new thread now for people to post details of specific skills. -
Generic rule system
#23MUD - Multi-User Dungeon
MUCK - Multi User Chat Kingdom
MUSH: Multi-User Shaed Hallucination
MUDs are combat-oiented, rather than really being roleplay-oriented.
MUCKs are just social spots, mainl;y, even if they have themes. A famous one is *unfortunately) Furry MUCK, which's often referred to as being full of 'sex-addicted animal-wannabes'.
MUSH is the happy balance, generally. The inbuilt code system, once learned, is far more effective than the crud on MUCKs if you want to code, say, a dice-rolling program, or an entire combat system (Star Wars 1 MUSH has a rather effective space system, complete with combat...), without having any inbuilt assumptions about how it should work, the way MUDs do. -
Generic rule system
#24The MUSH idea sounds sort of cool. Sounds like it may go back to manfred's ::attack:: type coding and actually sounds sort of cool. -
Generic rule system
#25The thing I am concerned with is skills and skill progression. If we are going to make our own then we have to come up with a simple process that is easy to understand and easy to implement.
I like the 100 point system. Doable..but how. XP = skill points as some have mentioned so how about this. Users define their own skills. They can make up whatever skills they want, and I mean anything.
So the players define their own skill. Maybe we can have one basic chart that has the chance of succeeded depending on the difficulty for the common person. Difficulty levels will be like 3 or 4 different levels. Say easy, moderate, hard. Easy = 20% chance, Moderate = 9%. Hard = 2%. Easy being climbing a very tall tree perhaps, or throwing a rock at a building, hard being shooting an arrow or trying to hit somebody with a sword.
So any skill that the DM feels might be difficult for a common person they could roll on that chart.
So there is the base. I think then that the players can then pick skills that they want to be good at can increase that base. Then all we have to do is pretty go through a few books and use their examples and catagorize them in a chart for quick reference. Each nww skill we add to the chart in the proper catagory. Easy to do on a webpage for DMs to update.
Being good at each seperate weapon would each be hard. If I wanted knife, sword, and bow, that is three different skills I have to spend on to get good. If I want cooking (easy), carving (medium), and playing the flute (hard) then I would have to spend EXP on those skills as well. The cost of them makes it so only the skills that people will actually want to use often will be chosen by the players and they will most likely fall into a game systems skill that we have already defined. Spells could work the same way, but maybe a different spell % chart.
Easy skills require the accumulating EXP to buy like mentioned before:
+ to base % / Cost in EXP
Easy x 2
1 / 2
2 / 4
3 / 6
Medium x3
1 / 2
2 / 6
Hard x 4
1 / 4
2 / 8
etc. This would count on the players keeping track of what skills they want. This could add to some roleplaying by some people really good at only a couple things and others just mediocre at a lot of things and gives plenty of options for character developement....if we have them use the skills. I would want a list prior to the game start.
As stated before, i only believe in this kind of thing for stuff that requires action and is actually physically measureable like playing an instrament, tying a knot, cooking, forgery, picking locks etc, and don't think the skill thing should be used by anything that requires actually roleplaying.
Another thought is that buying a skill in the first place can simply be EXP expensive, and require a teacher, and then you can have a level based chart. They can spend their EXP on skills, or they can spend it on actually leveling up. So there could be a level 2 person with 20 different skills and a level 20 person with only 2 skills and sucks at everything else. Would have to figure out how to keep track of each skill, they would only progress at the rate that they are used. Like I got forgery at level 1. At level 4 I picked knife throwing. At level 7 I would be level 7 at forgery but only level 3 at knife throwing. That could get even more complicated online. (that is how palladium does it with the skills and allows bonuses for what class you are playing. I like that too)
Tired, going to bed. :wink: -
Generic rule system
#26That scheme sounds OK, but I'm not so sure about the idea of levels. It sort of contravenes the idea of continuous acquisition which I quite like.
I like the idea of categorising according to difficulty, because then anyone would have a basic chance of success (though this would not be possible with some specialised skills: how could an illiterate barbarian pick up a book written in ancient Palthr and understand more than just the pictures?). -
Generic rule system
#27Skill Categories:
Brawn
Intellect
Wisdom
Agility
Within each of these categories, each skill is classified as either: easy, moderate, hard or specialist. Everybody has base scores in all these skills, depending on the difficulty classification:
Easy: 15%
Moderate: 8%
Hard: 2%
Specialist: 0%
XP points can be exchanged for increased skill scores according to the following rates:
Easy:
00-19....1 for 1....(1 for 1)
20-39....1 for 2....(1 for 1)
40-59....1 for 3....(1 for 2)
60-79....1 for 4....(1 for 3)
80-98....1 for 5....(1 for 4)
Moderate:
00-19....1 for 2....(1 for 1)
20-39....1 for 4....(1 for 2)
40-59....1 for 6....(1 for 4)
60-79....1 for 8....(1 for 6)
80-98....1 for 10....(1 for 8 )
Hard/Specialist:
00-19....1 for 3....(1 for 1)
20-39....1 for 6....(1 for 3)
40-59....1 for 9....(1 for 6)
60-79....1 for 12....(1 for 9)
80-98....1 for 15....(1 for 12)
The first columns indicates the score being increased. The higher the score the more XP it costs per skill point. The second column tells you the exchange rate if the skill does not fall into your main category, and the bracketed column tells you the rate if the skill does fall into your main category. This is a complicated system, but it is the only way to incorporate all factors which have been proposed: difficulty, main skill and the variable rate for higher scores. -
Generic rule system
#28Another worry with this system is the actual stacking of points. Since we aren't doing it level based and players can choose where to 'buy' skill, there are no safeties to stop people from maxing themselves out on all the good stuff first and then, once maxed out, then stat getting stuff like singing and swimming or whatever.
I don't think we want that. So maybe a level system will need to be implemented, at least partially. EXP must be spent on upgrades. Depending on the level you cannot exceed a certain percentage point on a skill, and maybe at each level you are required to have X amount of skills. You can more, but as a minimum you need X.
So that way everybody is guaranteed to have some skills and we don't get the "me only use weapons" type character. Maybe required one each skill level for each level or something, or by fifth level you must have so many of each skill level. (medium hard etc)
If you are 99% accurate with a sword. That would have taken a long time, and you wouldn't have only been studying the sword. During that time you almost definately would have learned some medical skills, herbs, sword sharpening, etc. All kids of liitle things that compliment your main endeavor, but they did learn them. Same thing with the skills, they can specialize, but they can't do it without rounding themselves out somehow. -
Generic rule system
#29Limit it more easily - no more than, say, a 5% boost to any individual skill at a given time. This would force players to either build up points and spend them on just the one skill slowly, or to spread them out across the available selection.
Or, of course, a clever DM could easily just go and create events where you have no choice but to use your other skills... Such as the bard who won't tell you anything unless you're willing to try to play a song with him, even if it's just humming along... Or the pool you can't just wade across, surrounded by moisture-slicked walls. -
Generic rule system
#30Yeah, a good DM can take care of any threats of min-MAXing.
If we don't settle on the actual cost of that given skill, and the number of XPs it will cost that player in that situation...
Why don't give the DM rights over this again, at least until it is clear and coded? If you learn your skill of Cool-Spell-Casting in the University of High Wizardry, and an able tutor... it could cost a mere 1 XP per point.
Not the right background? Perhaps some grumpy old mage can borrow you a few books, for some gold of course. Learn it yourself, cost 3+ XP per point.
That's a role-playing limit: Backstabbing is taught in the Killer's Guild, Detect Traps in the Thieves Guild. Want both? Sure, just don't forget their BAD relations.
Some other thought:
There are some skills that almost everyone has. Like Haggling (if we keep it), or Climbing. We should make a list of those, with chances of success for common folk. May or may not require special training to break the barrier. -
Generic rule system
#31Back to the interface. I found phpchat that I put in instead of the old chat thing. Link at the top that is a little wierd at the moment only because it is modded to work with the forums. you login as what you are logged in as and only registered users can get to it.
I am all for the MUSH but would like to give it a test drive if you could tell us where, how, when. etc. I would like to see the interface.
The other option is setting up a seperate phpchat that can have multiple rooms, public or private, moderated or unmoderated, invite only or not etc.
It is programmable the same way we are talking as well. I can put in the automatic die rolls to replace ::fight:: etc and format them however. It is all PHP so I can change it and make it whatever.
It is annoying though because it flickers when it reloads, the problem with PHP scripts, it has to reload. Another plus is the session can be saved for review. It has some negatives, mainly the loading problem. But it uses the smileys and can be coded.
I would like to see the MUSH so I can stop wondering how we are gong to actually play this thing. If I see the MUSH and get excited about it, I can stop thinking about it on my side. -
Generic rule system
#32I do like that chatroom! It's very swish. Is it possible to make it more atmospheric and dungeonlike (what with it being versatile php and all)? Next time I go in, I hope there's someone there, though!
ephemeralstability! -
Generic rule system
#33If you have access to a Telnet program, then you can connect to dragonfire.org, port 4242.
Send me a private message about what character name and password you want, and I'll set you up with a character. At the moment, the place is designed as a cyberpunk MUSH... It'd be easy to make a cluster of rooms seperate from the main MUSH, though. -
Generic rule system
#34I believe this rule of the buyout of skills would be much easier if you had two kinds of skill points: first you could have your normal exp points, which you gain by killing monsters, and then you could have the ability points which would be given to you only when you improve your level and they are meant to be spent only in skills. In this way character level would be balanced with the skills they have.
Also i believe that teachers and such should be paid with gold instead than with exp. It would be much easier to use gold as the only currency, instead of using gold for some things and exp for others. -
Generic rule system
#35It's not that you really buy skills with XP... it may be more like you have advanced enough to learn new things... or something like that.
But right: those that teach you, do so seldom just because you ask them (what if some do?). They do it for something, and usually it is gold. And many other reasons, including the usual quests. Hmmm... what would you have to do to get that Power Word, Kill spell? -
Generic rule system
#36I'm not sure Power Word: Kill or any equivalents should be available to players, as that seems like it would encourage munchkins. Unless maybe it was heavily limited, like using once exhausts you for a couple of days. -
Generic rule system
#37I may be mistaken, but I think the 2eAD&D version ages you by a few years each time you cast it. That's pretty disadvantageous...
But used judiciously there's nothing wrong with spells like that: any opponent worth using it on will have enough magical resistance not to die.
ephemeralstability! -
Natural Learning of abilities
#38I have an idea on how to create a way for characters to naturally learn their abilities when they use them. You could use a mathematical formula like this one for instance:
3/4 elevated to the x (being x the amount of times the character has succesfully used the skill). This formula creates a curve which has an asymptote in the x axis (it approches the number 0 but never touches it).
What this formula does is that at higher numbers there is a smaller amount of ability gained. For example the first time you succesfully use the sword it would give you 3/4 of that ability but the second time it would give you 9/16.
The only problem with this is that not all the numbers are exact so you would have to leave the abilities as not exact number, by for example adding 3 decimals to each number.
The good thing is that it works because for example if you have used the sword correctly a million times you would still recieve experience but it is so small that it is hardly noticeable.
If you want the ability to become smaller more slowly you can use a bigger number than 3/4 but this number always has to be smaller than 1 and not 1 for you would always gain 1 ability point -
Generic rule system
#39Having the 2E AD&D Player's Handbook at hand...
Power Word Kill has no real adverse effects to the caster; however, it has a range of five yards for every two levels, is a ninth-level spell (maximum spell level; many mages can never learn ninth level spells), and can either instantly slay a single creature with a maximum of 60 HP, or 2+ creatures of 10 HP or less, to a maximum collective HP of 120. The current HP of any targets is used to determine the spell's effectiveness.
The Wish spell ages you 5 years, however. -
Generic rule system
#40That's the one I was thinking of! I forgot to bring my player's handbook to uni with me :oops:. I did bring the dice though!