09-17-2018, 06:38 AM | #101 |
Join Date: Aug 2018
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Re: priest and theologian
Well, need vs. want is somewhat in the eye of the beholder. Some character concepts (i.e. not limited to iconic classes, but extending beyond them) just scream for certain spells. Trailtwister seems to go quite well with a woodsman/ranger type character. It makes sense that someone or a cult of someones would pursue spells in line with their professional orientation.
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09-17-2018, 09:21 AM | #102 | |
Join Date: Dec 2017
Location: behind you
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Re: priest and theologian
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I need to refresh my memory of what the new costs will be for non-Wizards to learn spells but I had the impression it wasn't a huge obstacle for non-Wizards to gain spells. If it is, it seems to me that all that is needed is a "Holy Warrior" type of talent. This talent could only be taken by non-Wizards and it's effect is to reduce the cost of learning spells. Not sure how much reduction would be best, ATM. Of course, another requirement of this "Holy Warrior" talent should be that the character actually has a religion. But religions are going to be campaign-specific. Religions should be treated like guilds. They are social organizations that impart social rules and obligations on their members - just like a guild. However, a religious 'guild' would most likely impart more social rules and obligations than something like a Theive's Guild or Locksmith Guild. |
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09-17-2018, 09:28 AM | #103 | |
Join Date: Dec 2017
Location: behind you
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Re: priest and theologian
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09-17-2018, 10:31 AM | #104 |
Join Date: Dec 2017
Location: behind you
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Re: priest and theologian
Warhorse11h, I like it. Piety is too crunchy for me but I like the spirit of it and most of the details of everything else. I'd call this "The Common Core" of fantasy holy-warriors.
If you are happy with the details, that's all that matters. As for myself, the Faith I and II talents and the Command Undead I and II talents seemed TOO similar to me at first. It didn't seem there was enough incentive to take II of either if I already had I. Then I realized they all cost 1 slot. At that cost, I would take II of either. But I wonder if it might be more interesting, balanced, and fun to rework those talents so that (for example) Faith I costs 1 slot while Faith II costs 2 slots and is twice as powerful as Faith I. I have no specific suggestions for the details of either at present. This is just a general thought and not even a recommendation. Last edited by platimus; 09-17-2018 at 10:45 AM. |
09-17-2018, 10:54 AM | #105 |
Join Date: Dec 2017
Location: behind you
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Re: priest and theologian
@Warhorse11h
What do you think about creating rules for a "Holy Symbol" similar to that of the "Wizard's Staff"? Again, if you like what you have, that's great. Inspired by your stuff, here's what I would do: 1. Create rules for a "Holy Symbol" similar to that of the "Wizard's Staff". 2. Piety is used to create and fill the "holy symbol" with spell-powering ST. 3. Convert Faith I,II and Command Undead I,II to spells. Because Piety is a Talent, it would cost more for Wizards to learn but the spells would cost less for Wizards. Piety would be cheaper for non-Wizards but the spells it powers costs more for non-Wizards. Part of the "holy symbol" rules would specify that Wizards cannot have both a "staff" and a "holy symbol". He must give up his "staff" to create a "holy symbol" and vice-versa. Last edited by platimus; 09-17-2018 at 11:09 AM. |
09-17-2018, 11:07 AM | #106 | |
Join Date: May 2015
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Re: priest and theologian
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For example, I was reading the play log of a GURPS campaign set in a converted D&D world, and the party was doing almost all magical things, e.g.: * "How shall be get where we're going?" "I'm a Druid(tm) and I turn into a were-cow or something and everyone can ride on me!" * "Did anyone bring food? No?" "Oh but I have the Create Food spell - cast cast cast..." * "Did anyone bring a tent? No?" "Oh but I have the Weather Dome spell, we don't need a tent! cast cast cast..." * "Hey chuck is vomiting probably from eating something other than ultra-safe magic food!" "Oh but I have Cure Food Poisoning (seriously), and Minor Healing, and Major Healing! cast cast cast..." My own preference is to retain doing things in non-magical ways to be the norm and still something players usually need to deal with, so magic doesn't remove interesting elements from play (such as the need to heal, or have supplies and equipment). I agree that yes, Trailtwister would be useful for a woodsman type, and Lock/Knock for a thief, and so on, but I'd prefer that most such people not have easy access to those spells, and for PCs of that type for it to be some sort of significant effort and devotion of learning that could instead have been applied to something else, so it's not an obvious choice, so it's interesting and unusual that someone has such a spell. And so it doesn't become a case where every skilled person can be expected to have a magic spell to give them supernatural powers in their field, or else they're sort of lame compared to all the people who do. |
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09-17-2018, 11:37 AM | #107 | |
Join Date: Dec 2017
Location: behind you
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Re: priest and theologian
Skarg,
I agree with your mindset. But... Quote:
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09-17-2018, 02:33 PM | #108 | |
Join Date: May 2015
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Re: priest and theologian
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My usual taste though is very much that I'd rather that magic not remove mundane considerations from play, because I like a game where you have to do something non-magical about wounds and supplies and weather and encumbrance and scouting and lighting and equipment and so on. I like games about adventuring without magic, and usually prefer magic (when there is any) to be exceptional (and to have some considerable costs and/or risks involved) and to be best used for doing things other than remove other parts of the game from consideration. |
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09-17-2018, 03:50 PM | #109 | |
Join Date: Dec 2017
Location: behind you
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Re: priest and theologian
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As long as "mechanically" everyone is either a Wizard or non-Wizard, I don't think you run the risk of too much magic. The great thing is: You don't need a Ranger class to role-play a Ranger archetype. |
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09-17-2018, 05:38 PM | #110 | |
Join Date: Jan 2018
Location: Sydney, Australia
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Re: priest and theologian
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It's possible to have a game where everyone has minor magic, but most things are done primarily by mundane means, magic at most being assistance. RuneQuest was like this (maybe still is, I'm out of date): if you needed to e.g. beat someone up you hit them with a sword and sure, if you had time you slapped a Bladesharp spell on it first but if you didn't it's not the end of the world. To make this work magic has to assist the talents, not replace them. So Trailtwister and Knock aren't good for this kind of game. Conversely, it's possible to have a game where magic does things better than mundane power, and not everyone has magic. Epic-level D&D can be like this: the casters get much more powerful than the fighters. (For some reason D&D seems to think this is an acceptable feature.) IMO TFT's greatest sin in this direction is the relative power of the Thief lock-picking ability and the Knock spell. |
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