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275647 Posts in 27717 Topics by 4283 Members Latest Member: - otto Most online today: 55 - most online ever: 429 (November 03, 2007, 04:35:43 AM)
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Author Topic: Critical Absences  (Read 1277 times)
chronoplasm
Member

Posts: 286

Kevin Vito


« Reply #15 on: April 24, 2009, 08:15:01 PM »


But come on, what kind of wolf-man isn't cool?

This kind:
http://members.activecom.net/~cybercat/furry/WolfRing.jpg


If I recall correctly, there was a 3.5 module that featured a kind of teleportation trap.  It was a tower enchanted such that it randomly sucked in teleporting characters/groups from anywhere in the world, to be murdered and looted by the tower's creator.  I'm pretty sure it was called "The Tower of Deception".  Nice way of reminding the characters that they aren't necessarily all-powerful.


That's pretty cool. I like teleportation as an opportunity for dungeon crawls.

On another side note, it gives me an idea for a magic system;
the price of magic is that you must make a brief foray into hell. If you come out alive, the spell is cast successfully.
The difficulty rating of the spell determines the number of obstacles you encounter there.
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Vordark
Member

Posts: 58


WWW
« Reply #16 on: April 25, 2009, 03:25:06 AM »

On another side note, it gives me an idea for a magic system;
the price of magic is that you must make a brief foray into hell. If you come out alive, the spell is cast successfully.
The difficulty rating of the spell determines the number of obstacles you encounter there.

Not precisely the same thing, but I've toyed around with a magic system in the past where all magic is considered perversion.  That is, it is the result of the mage imposing his will directly on reality to warp it to his design, an inherently "evil" act in the setting.  Because of this, with every spell he casts he gains a certain amount of Soul Corruption or Hubris.  As this number rises, Bad Things begin to happen.  Never got very far with it though.
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Daniel B
Member

Posts: 171

Co-inventor of the Normal Engine


« Reply #17 on: May 07, 2009, 01:07:32 AM »

On a completely different branch of conversation, though I realize the thread has aged a week or so ... healing, and clerics. A recent discussion on character death being tied up with "losing the game" got me thinking about this.

Doesn't magical healing and clerics kinda violate the idea of hitpoints?? If the challenge was "reasonable" for the party, the party wouldn't need to stock up a "Bag of Holding's" worth of potions. If magical healing is required to survive a quest, doesn't this imply someone's planning something badly? And by having them in the game, it sort of makes a party's statted power deceptively low. i.e. their ability to resist damage isn't 6d12 + 6d10 + 6d4, it's 6d12 + 6d10 + 6d4 + 20d8

I don't know .. just throwing that out there.
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Arthur: "It's times like these that make me wish I'd listened to what my mother told me when I was little."
Ford: "Why? What did she tell you?"
Arthur: "I don't know. I didn't listen."
chance.thirteen
Member

Posts: 210


« Reply #18 on: May 07, 2009, 12:57:00 PM »

I see it as an expected violation of the basic set up. it is larger than the individual stats give some extra hit points, or some gear gives you more than average damage or damage at a range, likewise mages give extra damage output, often to many targets.

I think much of this particular things deal is about extending play by letting you recover between conflicts, and in part about the importance of healing seen in some fiction, such as how grievous wounds are handled in Arthurian stories. Being laid up is seen in this fiction, but it has to be big and special to merit such attention, so the cleric idea sorta borrows that support roll, while reducing the actual effect of wounds to a less game pausing one.

In the most abstract, I would expect many games to have a feature by which common parameters of a given player are altered. EG this player gets more turns, that player can look at your cards, this player can return from the dead, that player gets 10% more money each turn, etc. There is balance in exact duplicates, and there is differing qualities, hopefully well balanced as well.
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Brimshack
Member

Posts: 84


« Reply #19 on: May 07, 2009, 10:32:10 PM »

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Brimshack
Member

Posts: 84


« Reply #20 on: May 07, 2009, 10:51:48 PM »

Another thing that I don't like is cross-over spell functions or alternative explanations for nearly identical effects. I still remember seeing a psionic ability in 3.5 that was supposed to trigger the memory of an injury. I thought that was really cool and quickly turned to the page, ...only to discover it did something like 1d6 damage. ...no special constraints, tactical effects, or conditions for creating the damage. Nothing special about the way it played. It was just one more way of doing a specified increment of damage with a little different explanation than the other ways of doing that damage. I was very disappointed. What I wanted was an effect that gave memory some bearing on the game (e.g. you get healed and then take the damage again). What I got might as well have been Magic Missile, or a blast from a Warlock.

Did I rant about this before? If so, I am sorry about the duplication.

Anyway, for this game I decided, not only to try and avoid duplicate effects with different narratives as much as possible. but also to try for radically different types of magic. There are six schools of magic, each defined in terms of the spell functions; Divination (learning stuff), Enchantment (changing the object world), Support (boosting ones abilities and those of allies), Offensive (direct attack), Healing (you get the idea), and Mind Affecting (mental manipulation of others). I've done my best to keep the schools distinct from one another by ensuring that each set of spells contains no spells identical to those of another school. Admittedly, a Character can take more than one school, but that's a choice with a cost to the character. What I didn't want was to have the schools function in nearly identical ways made different only by ad hoc explanations.

I found this was hard to do with my players, at least for a time. This came to a head when the players grew frustrated with the Divination school and began making suggestions for spells that would give them direct combat uses. So, you could cast a spell that would give someone an insight into his opponent, thus granting a bonus on attacks. Alternatively, you could boost defence by giving people intuitive defences. I was actually tempted for a time, but a +3 to attack is a +3 to attack whether it's due to personal insight or extra physical strength. In time I found myself going back to the idea that a diviner is there to learn things, not provide numeric combat bonuses. So, I trimmed out anything that didn't do this and brainstormed a bit about how to make that more interesting. Now Diviners can ask questions about opponents and learn important facts about characters on the field. The player must then use this knowledge to his own advantage. A Diviner can help a character gain a bonus by telling him useful information, but she doesn't have spells that provide numerical bonuses directly.

So, anyway, that's another absence that I find important these days, cross-over magical effects. It's a trap I've fallen into myself many times with house-rules, just adding abilities to classes that take away the uniqueness of other choices. Give the cleric enough offense and you weaken the significance of the mage. Now give the mage a way to heal and you've completed the dark night where all cows are grey.
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