01-26-2014, 05:31 AM | #21 |
Join Date: Jun 2010
Location: Germany
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Re: Pyramid #3/63: Infinite Worlds II
As the Sorcery modular ability IS very expensive and "a bad deal", I agree with the reasoning, but as I had a couple of modular ability cases in play, I wanted to ask.
Indeed, under Fantasy abilities they are -10% each, as the magical Psi section priced all together as -10%, with the understanding that those were "minor", I was hoping that there might have been a classification, like: -5% for verbal components that are a few quiet words (you cannot cast if you are gagged or such), akin to what you have to do with a skill of 10 in a standard magic system spell. -10% for verbal components that are like the skill 9 or lower requirements (firm voice, thus making you obvious and likely betraying your intent) -5% for gestures for hand movements (again akin to having at least 10 in the spell), which you cannot do while firmly bound, but which will not require too much else. -10% for big gestures, like full body movement, both hands free or gesturing with a specific implement (akin to slamming your staff into the ground for an elemental storm ability). Since gestures and words are adequately defined for the standard magic system, I found it a bit of a shame those were not referenced for the limitations. This pyramid article was one of the first to really do "spells as powers2 (Thaumatology does touch it, but it focuses more on magic as more innate abilities, which is acceptable given that there is a system for spells, even if it has its flaws), thus I hoped it would have some more useful clarifications of how to model the typical drawbacks of spells VS something more innate like Psionic powers (which was really a lot of help when doing spells as powers though). |
01-26-2014, 09:04 AM | #22 |
Join Date: Mar 2013
Location: San Marcos, TX
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Re: Pyramid #3/63: Infinite Worlds II
I'm loving this issue so far (especially The Power of Sorcery), but I have a question. The short version is that I really don't get how Lord of Your Own Domain's Temporal Control works. It says the time dilation lasts for however long you concentrate, plus 5 minutes (I'm assuming that's 5 minutes of in-game "real-time"). I've read over the example a couple of times and it seems off though. It says with one level of the enhancement (a x3 time dilation) and 5 minutes of total concentration, the user would experience 15 minutes of subjective time. If the time dilation last for (concentration+5) minutes, wouldn't the subjective time be 30 minutes ((5+5)x3)? If the time spent concentrating is also dilated, then wouldn't the user experience 15 extra minutes of subjective time regardless of if they concentrated for 5 minutes, 5 hours, or even 5 seconds? If that's the case, is Temporal Control only worth it if the character can take their party along with them into the pocket dimension?
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01-26-2014, 09:44 AM | #23 | |
Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Re: Pyramid #3/63: Infinite Worlds II
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01-26-2014, 10:49 AM | #24 |
Night Watchman
Join Date: Oct 2010
Location: Cambridge, UK
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Re: Pyramid #3/63: Infinite Worlds II
A strong candidate for ultracog status: Frank Whittle, one of the inventors of the jet engine, who was at Cambridge on a two-year engineering course in 1934-36. The historical Whittle didn't suffer fools at all well, and had many ideas beyond what he could build; an ultracog Whittle would be terrifying.
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01-26-2014, 02:55 PM | #25 | |
Join Date: Mar 2013
Location: San Marcos, TX
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Re: Pyramid #3/63: Infinite Worlds II
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I guess even if it's the latter case, a character that could afford Jumper (Pocket Dimension) and a decent level of Temporal Control could afford at least one level of Compartmentalized Mind as well. And if not, at least two levels of Temporal Control and a decently sized ER pool means the character could keep dilating time indefinitely. |
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01-26-2014, 03:10 PM | #26 | ||
Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Re: Pyramid #3/63: Infinite Worlds II
Quote:
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01-26-2014, 03:32 PM | #27 |
Join Date: Mar 2013
Location: San Marcos, TX
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Re: Pyramid #3/63: Infinite Worlds II
That's great to know, thanks! I think it was just the example that threw me, since it just covers the subjective time "earned" from the concentration but not any of the extra 5 pre-dilated minutes.
Those workarounds were for if Temporal Control only gave its users the 15 minutes to act freely regardless of time spent concentrating |
01-26-2014, 03:42 PM | #28 | |
Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Re: Pyramid #3/63: Infinite Worlds II
Quote:
Oh no, really high levels could get into days or weeks - but that would get into the kiloton point range.
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01-26-2014, 09:22 PM | #29 |
Join Date: Dec 2004
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Re: Pyramid #3/63: Infinite Worlds II
I'm very impressed by the Sorcery article - it's a nice adaption of Powers to a magic system. Just a few thoughts:
1. It looks like the system would work a lot better with multiplicative modifiers - additive feels overpriced for utility spells. Especially if you're trying to use Afflictions for them. 2. Why does it take two turns of Concentration to cast a spell? I thought it was one turn to switch Alternative Abilities, or none to switch between attacks. 3. With some tweaking this would work very well ("Wizardry") for the magic system from the Fantasy Trip. |
01-27-2014, 07:17 AM | #30 |
Join Date: Aug 2004
Location: Udine, Italy
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Re: Pyramid #3/63: Infinite Worlds II
I like Igor-1. It makes me think of Girl Genius-style sparkiness, but moved to another background I love.
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Tags |
infinite worlds, pyramid 3/63, pyramid issues |
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