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Messages - AllWillFall2Me

#1
LV, grats on the offspring to be man.

As for the silence, On Sunday I was offered a tech position on a show that starts next thursday, so we've had rehearsal every night. Fitting 4 hours worth of my time in other sectors has not been easy.
#2
I like the look and feel of the setting, and am always prepared to lend a helping hand.

Some first thoughts: You say that this is "future Earth" gone magic. Which I think helps to give both an origin and background to most of your races, if you think about how we (humans) as a race would face a coming ice age. I can think of four main ways to avoid it: 1, leave Earth impractical and expensive at best. 2, Undersea colonies The seas, especially around the equator, are often safe havens from environmental change. 3, Underground extended mining colonies that use the heat of the earth to protect them. 4, utilize geothermal heat such as a volcano to warm and power your area.
If we had been in the midst of such exercises in survival when the Elemental Dragons "awoke", I think the birth of the variant races could be a logical next step.

second, How did magic arrive? My first thoughts: dimensional tampering. We tried to use portals in reality for something, and opened up Avalon and Sylphenhest, waking up the ancient dormant magics.

more later, I have to go.
#3
Contests (Archived) / [forum game] Loose association
March 21, 2008, 02:44:35 PM
pottage
#4
I always try and respond in order of post to replies:

Atlantis: Part of what your skimming missed, I assume, was my statement that I based this system off the psionic system, so that's probably where you're seeing most of the similarities.

Midgardsomr: I unfortunately do not have the time to be a fan for half as many science fiction and fantasy books, movies or shows as I want to, Stargate unfortunately falling in the "have not seen" pile. However, I think I have the general same idea of the great cosmic power making it harder and harder to care about those "important" lives of the people-ants. My counterexample would be the distance experienced by Doctor Manhatten of the Watchmen.

And I'm never a fan of doing mechanically what can be done with roleplaying, but I also find it can help the player remember if there's a mechanic involved. I'd of course make it a tit-for-tat arrangement, as I feel no penalty should come without explainable benefits.

Cap'n Xeviat: When I first mentioned the idea of this system, a couple months back, I was immediately referred to your work. I saw it, and I liked what I saw, but it didn't "click" with me, that sensation of "yes, that's what I was talking about", if that makes any sense. You clearly put a lot of time and effort into that, and it was close to what I was looking for, but not exactly what I wanted.  

I think partly what it was is I actually did want a "big" change. Your system fits a mana system almost identical to 3.5 psionics seamlessly onto the existing spell system, and I think would provide any D/GM looking for a good mana system with a perfect place to start off, but I didn't want that, I wanted something that called for a rethinking on how you play the class. It could be that I'm using this a a half measure, like I want to see a totally non-vancian system, and this is my first step in that direction, I don't know.

LordVreeg: If you happened to read any of my response to Xeviat, I think you can see how strongly you're tapping on the level I'm trying to get. While I'm uncertain if I want to use those exact ideas you presented, I do like the "this is not your power" feel of your ideas. And you also touch on the idea of big spells being big commitments. I built my system so that, if you're 17th level, and want to throw a 9th level spell, that's almost a quarter of your daily usefulness spent in one round. Meaning, also, that it'd take 2 hours of rest to counter the mana you just spent.

One thing I am mildly worried about, and would like some input on, if anyone has the time, is if I tried too hard to "level" this limit with the special powers of the class. One of my friends who helped me through the idea felt I may have accidentally overpowered it
#5
Contests (Archived) / [forum game] Loose association
March 21, 2008, 02:54:31 AM
Fark
#6
Quote from: Elemental_ElfWhy would they/she want to bring forth a monster such as a tarresque? Of course I could see the Half-Green Dragon/Elf Lich Queen summoning it to fulfill some ancient prophesy  <Snip>

I think this right here can get the ball rolling on plot ideas. Unless you've removed/shifted her canon position, Flamwind the Sphinx resides in Sharn. Have her give some big prophecy about "twin rebirth of earth mover and earth shaker", saying that whoever raises the tarrasque will gain a great deal of power/revival of ancient glory (Parties interested: Darguun, Cyre, Vol, Blades (A return to the Xen'drik models of "perfection"), perhaps even the Chamber) This creates a feel of "ancient treasure hunt" meets "intrigue web", and prompts a huge series of adventures.

Ideas: The Monastery of the Unspoken Word in Aundair holds one of the oldest and most complete libraries of histories and myths in Khorvaire, undoubtedly a perusal of their library would shed light on the cryptic hints given by Flamewind. But how do Brelish agents enter an Aundairan monastery, and gain access to their innermost secrets?

Already agents from other teams are racing toward the same goals, all using different methods. What need does Karrnath have for libraries when it can call up people who witnessed the ancient binding of the beast, through necromancy or contacting an undead seer? Aerenal remembers the strength of the creature, and sends agents to stop the resurrection. Members of the chamber also remember, but what they think is as inscrutable as ever.

Thinking in terms of "what will they need to succeed, and where/how do they get it" can serve as the main drive of this campaign. If the head of House X has a needed relic in his mansion, how will they acquire it?

This is just my suggestions.
#7
Contests (Archived) / [forum game] Loose association
March 19, 2008, 02:44:54 PM
Broken Nose
#8
That could be an interesting endgame problem, the edges of the world cracking off because of seismic activity. You'd have to go to the other side to explore what's causing it an how it can be stopped.
#9
I agree with you regarding the Magus power of the Path of Will (which I will discuss in a moment), I found myself without inspiration on that power, unable to think up anything cool or powerful, so I defaulted to something relatively bland and possibly overpowered. Do you have any suggestions for what I could replace it with?

As to the Path of Will versus Path of Intellect, I see your point. I think the problem comes not from the Path of Will itself, but the Path of Intellect, in that, I wanted path names that you could easily associate with one or the other, and Intellect is possibly too close to Intelligence, giving a unintended connection. I can tell you only what I think about it, but in my mind, the reason a sorceror uses charisma is because he is convincing reality that he is correct. My view of charisma has been shaped somewhat by D10 games, which typically include appearance and manipulation as separate traits. In this, I see Charisma as partly being one's willpower, in the sense that one's confidence in oneself determines how far one is willing to keep pushing. I know I have used my reputation and will to convince people to do what I want, which is one of the main uses of charisma. So I'm ambivalent about changing it. Any suggestions on a better name? Maybe the paths should be Study and Will?

Foreshadowing that transformation does sound like a good idea. I'll be honest, I invented that ability when posting the thread, as I realized I hadn't decided what it meant. Perhaps some of the Paths' powers should be increasing amounts of personal power, with trade-offs? Maybe the wizard gains the mastery of his school at the cost of charisma, as his knowledge of magic and power makes him less concerned with people, and the Sorceror's increased celebrity cost him wisdom, as the adoration goes to his head? Maybe they should gain stronger personal magical abilities, like the read magic and hypnosis ones?
#10
Contests (Archived) / [forum game] Loose association
March 19, 2008, 01:53:18 AM
Atlantis
#11
Hello all! I just wanted to get some input on a system I foolishly created a little while back. I say foolish because, my line of thinking went, "I want something fundamental to be different about this campaign setting. How about using mana to cost spells?" This of course led to an as-of-yet-unfinished revision of existing casting classes, which in turn has me seeing whether or not melee classes need to be altered, etc, etc.

However, I like the base premise and my personal way of instituting it. My main concern was I liked the Psionics method of casting, but I didn't think there was a rule preventing spells of a certain level being cast multiple times a day, so a 20th level Psion could cast something like 15 9th level powers a day (I later found the rule that prevented it, and felt vaguely foolish).  however, I also liked the feeling my system had of "control", in that I often hear complaints of the power of casters versus everyone else, and wanted to do something about it.

I'll show the system, then discuss what I like about it.

Mana

Firstly, for ease of use, each spell costs its level squared in mana, excepting 0 levels, which cost 1.
Meaning, for those who like numbers in front of them, spell level-mana cost goes like so:
0-1, 1-1, 2-4, 3-9, 4-16, 5-25, 6-36, 7-49, 8-64, 9-81

Also, you receive a bonus to mana equal to your Intelligence modifier times your level: Meaning a 14th level wizard with a  24 Int (+7 mod) gets an additional 98 mana points

Further rules will be explained later, but the next step to understand is that all the full caster classes have the same base mana pool, determined by level, as shown below:
1-4
2-6
3-(2)-9
4-12
5-(3)-19
6-29
7-(4)-40
8-52
9-(5)-66
10-78
11-(6)-90
12-102
13-(7)-121
14-140
15- (8)-156
16- 170
17- (9)-195
18- 224
19-256
20- 300

The number in parentheses is the Highest Spell Level known. As this system determines spells a day, I found it difficult to maintain spells known as the standard system. I believe it can be used in conjunction, but playtest will need to determine if this is so. As it stands, I used a new "spells known" style, demonstrated below.

A mage (as the revised Wizard/Sorceror is known collectively) has a number of schools he is "proficient" in. When attempting to cast a spell from a non-proficient school, the mana cost is increased by a multiplier of 1.5. So an illusionist casting a 4th level evocation spell would use 24 mana instead of 16.

This system, I hope, gives casters the choice to either use their mana cunningly, all day long, or burn it out in one or two fights with their most powerful spells.

Mana regeneration is going to be a process involving the return of a percentage of their total mana per hour, so that after 8 hours of rest, they will have regained all their points. Certain expensive items, magicals incenses and such, as well as possibly a feat or two shall increase this regeneration rate.

Now, with the use of Intelligence as the modifier for spells per day for all classes now, I felt the need to give some power back to their "original modifier". So, this modifier is still used for determining the DC of their spells. So a Sorceror still uses 10+spell level+Cha modifier.

Finally, to save myself some bookwork as to differing mana pools for Wizards and Sorcerors, I chose to infuse them into a single class, with the choice of one class or the other, as demonstrated below:
(Note: these changes constitute a fairly intensive modification of both Wizard and Soceror, please review them carefully.)

MAGE

Lvl   BAB   Fort   Ref   Will   Mana   SLK   Special
1   +0   +0   +0   +2   4   1   Path To Power,  Familiar, Schools
2   +1   +0   +0   +3   6   1   Secrets of the Path(Initiate)
3   +1   +1   +1   +3   9   2   
4   +2   +1   +1   +4   12   2   Path's Rewards
5   +2   +1   +1   +4   19   3   
6   +3   +2   +2   +5   29   3   Secrets of the Path(Apprentice)
7   +3   +2   +2   +5   40   4   
8   +4   +2   +2   +6   52   4   Path's Rewards
9   +4   +3   +3   +6   66   5   
10   +5   +3   +3   +7   78   5   Secrets of the Path(Master)
11   +5   +3   +3   +7   90   6   
12   +6/1   +4   +4   +8   102   6   Path's Rewards
13   +6/1   +4   +4   +8   121   7   
14   +7/2   +4   +4   +9   140   7   Secrets of the Path(Archmage)
15   +7/2   +5   +5   +9   156   8   
16   +8/3   +5   +5   +10   170   8   Path's Rewards
17   +8/3   +5   +5   +10   195   9   
18   +9/4   +6   +6   +11   224   9   Secrets of the Path(Magus)
19   +9/4   +6   +6   +11   256   9   
20   +10/+55   +6   +6   +12   300   9   Pinnacle of Power.


Class Skills: The mage's class skills (and key ability for each skill) are Concentration (Con), Craft (Int), Knowledge (arcana) (Int) , Profession (Wis) , and Spellcraft (Int).
A wizard adds  Appraise (Int), Decipher Script (Int), and Knowledge (all, taken individually) (Int) to their list of class skills.
A sorceror adds Bluff (Cha), Diplomacy (Cha), and Intimidate (Cha) to their list of class skills.

Skill Points (2+Int Modifier, C4 at first level)

Path to Power(Ex): At first level, the mage must select his Path to Power. This will decide what ability score modifier affects his spell saving throws, and what other benefits they gain as they progress. The Paths are The Path of Intellect and the Path of Will. The followers of the path of Intellect, known as wizards, use Int as their modifier. Followers of Will, or sorcerors, use Cha.

Summon Familiar: This is as normal D&D rules. <Fill in Later>
 
Schools: Mages in Nordine find that their magic tends to be of a focused path, unless extensive studies and efforts are taken. Mages are considered 'proficient' in a specific number of schools. Casting from a non-proficient school costs  150% of the normal mana requirements, rounded up. A wizard begins play proficient in two schools, a sorceror begins knowing only one.

Secrets of the Path: The paths of Power lead a mage to great power and prestige, but in two very separate ways. As the Mage advances in levels, he gains new abilities determined by his path.

At Second level, a mage is known as an Initiate of their Path, and learns the first secrets of the way.

           Initiates of Intellect are given a Spellbook. This book, purchasable at any academy of magic, allows a wizard the opportunity to write his spells down, and analyze the underlying principles. Writing a spell in a spell book costs the wizard 100 gold per page in inks and arcane components, with spells taking one page per spell level. Also, a Knowledge (Arcana) check (DC 10+spell level) is necessary for the character to gain a benefit from his new understanding of the spell. A wizard receives a +1 to the spell's saving throw DC for any spell in his book. A wizard may write  spell multiple times, with increased benefits, but the Knowledge check DC increases by 2 every time, and full price is still paid for pages. (For instance, a wizard who wanted to add 2 to his fireball, a 3rd level spell, would need to pay 300 gold, use three pages, and pass a DC 13 check, then pay an additional 300 gold, use three more pages, and pass a DC 15 check.)  Also, a wizard cannot cast a metamagic version of a spell unless he has successfully written it in his spell book.
          Initiates of Will receive the ability to overpower weaker minds. A number of times a day equal to their Charisma modifier, they can cast Hypnotism as a spell-like ability, using a full round action.  With every Path secret, he may influence an additional d4 HD of creatures (3d4 at 6th level, 4d4 at 10th, etc)

At Sixth level, the mage becomes known as an Apprentice of his path, and s inducted into even greater mysteries.
         An Apprentice of Intellect finds that, after years of studying magical texts and scrolls, the language of magic is now as easy for him as his birth tongue. Treat him as being constantly under the effects of Read Magic.
         An Apprentice of Will learns how to trade lifeforce for mana. She may cast a spell, sacrificing hit points instead of mana, though this is a difficult procedure, costing twice the spell's mana cost in hit points. An Apprentice may also 'burn out'  their brains for mana, gaining a negative level in exchange for (level*5) mana

At Tenth level, Mages become master of their chosen paths, and gain no small amount of prestige, or power.
      A Master of Intellect learns a fundamental truth of the school of his choice, having studied it for quite some time, and thereafter casts spells of that school as if he were one level higher for intents of durations, damage, or other level based effects.
      A Master of Will learns to assert his will over even greater minds. He receives a +4 on Charisma checks against summoned or called creatures. Also, when he uses his Hypnotism ability, he may charm the target, with the expenditure of an additional daily use.

At 14th level, a Mage progresses to the rank of Archmage, known as a member of the upper echelons of magical power.
      An Archmage of intellect learns inner secrets to binding magic and mana to objects, receiving a 25% reduction in XP costs for making magic items.
     An Archmage of Will becomes something of a celebrity, gaining a +4 on Charisma Based checks against people under 10th level who have heard of him, and a +2 against people 10th and over who have. (Charisma Check DC 20 to determine if they have)

At  18th level, now able to cast the mightiest of mortal spells, a newly dubbed Magus is a force that can change the outcome of wars, the landscape of politics, even the very terrain of lands.
      A Magus of Intellect is a calculating man with plans within plans hinging on variations of plans. He adds his Intelligence modifier to Charisma and initiative checks.
      A Magus of Will has refined his will to achieve the impossible on a day to day basis. He replaces his intelligence modifier with Charisma to determine his mana pool.

Path's Rewards: At every 4 levels, a mage receives a gift from his studies, a new insight into magic or a broadening of his view. Depending on their path, they may gain:
Intellect: A mage of intellect may gain any item creation feat, or learn a new school of magic.
Will: A mage of Will may select any metamagic feat, or a will feat (Feats I shall develop later, giving the Sorceror the ability to overcome certain restrictions or rules (Probably here is where the increased mana regen feat will exist, also feats similar in function to reserve feats)

Pinnacle of Power: At 20th level, the powers at a Mage's command shift inside him, causing him to "burn" away his old humanity, gaining new powers and a stronger form. A 20th level mage becomes a native outsider with damage reduction 10/cold iron, Spell resistance equal to 5+ his caster level+ his DC modifier (Int for Wizards, Cha for Sorcerors), and no longer needs to sleep.

Please give your thoughts and feedback on this system, I am midway through the conversion of Druids and Clerics into a similar single class, and any input will be reviewed and hopefully use to improve the ideas all around.
#12
[ooc]Firstly, my apologies for my extended silence. Finals week had me in its grasp, then I returned for spring break, forgetting I lose access to this site while at home. (No idea why this occurs, but it's been established as something close to fact by this point.) Hopefully I will dive back into the swing of things relatively quick, as none of my classes seem to have anything pending.[/ooc]


 [ooc]
Orders
1. Movements are made to align the wealth of the "Princes" back into line with the beliefs of Father Sea and Mother Earth, vis a vis more efforts at exploration, trading, and resolving domestic issues, as the Princes begin to fear their growing distance from the average sailor will result in a division of the people, and possibly civil war, driven by the events of the Little War.
2. The beliefs of the People of the Isles of Sun and Moon begin to insinuate themselves within the doctrine of the Sea, nominating the Zaratan (island turtles) as messengers and chosen of Father Sea, and the League as his faithful servants. Captain Arkan seeks to establish himself as a guide of the religion, as he has "harnessed the gifts of Father Sea to his favored People." He tries to use this belief to explain his actions to he Priests of Sun and Moon, claiming he was guided by a vision from Father Sea.
[/ooc]
#13
Meta (Archived) / Death-The Importance of Endings
March 05, 2008, 02:51:28 AM
While we wait, I will chime in. I have been DMing for nigh on 7 years now, and I can tell you my first character death was within the last year.
I will admit, I am a fan of heroes being heroes, so I use very generous ability scores, etc. I also am notoriously bad at continuing stories. I love pretty much all character and story ideas, so I want to try them all, so we normally only do a month or so (2-4 sessions) on any one story before I find a new one. (I am aware of the flaw, and have been working very dedicatedly to fixing it. I now run adventures for as long as two-three months without stopping.)
To the point, I believe a character should only die when it is appropriate. I am not sparing of my characters in most cases, though they have been known to bite off more than they can chew and pull out by the skin of their teeth.  But after seeing the effect of my first death, and the second, (different group and campaign) I may be a little less lenient with some of my instituted house rules, as both times the deaths served as a way to advance the story in a new direction, and gave the players and characters a sense of the stakes. (The first death was a Charmed member of the party with issues Coup de graceing (gracing?) a Held Person, which led to his arrest by the paladin of the group, the second was the mage in a party on an island of zombies being overwhelmed by the tide of undead.)
#14
I am fantastic at choosing poor times to walk away for a weekend. Though in my defense, I was on a bus from Friday-Sunday.
I like Stargate's line of thought.
#15
[ic=The Captain's Meet]
"So much change, so fast."

"Change can be good, brother. We have lost some, gained more, and seen the shifts of tides unknown." Okar's voice was always one of reason on the council these days, for even though the old man had been driven from his home port of Norpost when it was destroyed,he had never given up hope. Even now, when some at the table regarded him as a relic of a bygone age, he could command attention.

"These new ways of treating Mother Earth have shown us that we need not solely rely on the bounty of Father Sea's whim to survive. These new ports offer new ideas, and new wares to sell."

"But to be driven from the middle sea..."

"Perhaps we were not driven, brother. Consider. When you were a small child, no doubt you swam in the shallows along the coast. But, when you were older, you could not. The comforting, familiar home had become unsatisfying, and it was now difficult to move in. So had the Middle sea been to us. It started our journey, but now we must step out to the depths if we wish to swim."
[/ic]

 [ic]The Captain of Vanmouth, the League settlement between the Vandire and the sea, begins implementing the styles of agriculture he has seen on Whale Island.
 The Captain of Hartport, Okar the Wise, begins exploring the possibility of expanding the city, and the league's holdings, into the unclaimed area around. Especially seeking to join Vanmouth and Hartport. [/ic]