>>Its simple, give us 3 spells and a familiar to fight by our side, and we are happy.
>>Spell 1) Buffs shield, evasion, parry, perception, armor, reflex, agility
You need to learn to be happy with less.
>>Also, the familiars skills should totally be based on our TM ranks
Summoned pets are.
-Armifer
"In our days truth is taken to result from the effacing of the living man behind the mathematical structures that think themselves out in him, rather than he be thinking them." - Emmanuel Levinas
DR-ARMIFER
MOCKERJB
Re: Tentative Magic 3.0 Spell List
09/30/2010 08:17 PM CDT
More people need to play more guilds. That is all.
GERSTEINJ2
Re: Tentative Magic 3.0 Spell List
09/30/2010 08:31 PM CDT
<<More people need to play more guilds. That is all.>>
my "philosophy" in a nutshell. :-)
play them up to at least 50th, when you atart getting some of the "good stuff" for that particular guild.
That way, when your guild of choice gets nerfed, you can always play a different one. Until the screaming stops, at least.
You've seen life through distorted eyes;You know you had to learn;The execution of your mind;You really had to turn;,the book is read,The end begins to show,The truth is out, the lies are old, But you don't want to know - Black Sabbath
my "philosophy" in a nutshell. :-)
play them up to at least 50th, when you atart getting some of the "good stuff" for that particular guild.
That way, when your guild of choice gets nerfed, you can always play a different one. Until the screaming stops, at least.
You've seen life through distorted eyes;You know you had to learn;The execution of your mind;You really had to turn;,the book is read,The end begins to show,The truth is out, the lies are old, But you don't want to know - Black Sabbath
HOSKINSC
Re: Tentative Magic 3.0 Spell List
09/30/2010 08:58 PM CDT
>>You need to learn to be happy with less.
Good to know we have someone batting for the war mages. In another vein, I think the same thing every time the rates are raised, but it never works then, either.
From what I have seen, it’s not change that’s the issue, it’s the content of. Personally, I’ll reserve judgment until they go in effect. I wonder if I suddenly have less war mage after it all, though, if I can pay less rate?
Good to know we have someone batting for the war mages. In another vein, I think the same thing every time the rates are raised, but it never works then, either.
From what I have seen, it’s not change that’s the issue, it’s the content of. Personally, I’ll reserve judgment until they go in effect. I wonder if I suddenly have less war mage after it all, though, if I can pay less rate?
BEVERAGEK
Re: Tentative Magic 3.0 Spell List
09/30/2010 09:06 PM CDT
I think what they've proposed makes all of the Warrior Mage spells useful in their own way, which is something you guys didn't have before.
__
~Leilond
http://www.elanthipedia.com/wiki/Leilond
http://soundsoftime.bravehost.com
__
~Leilond
http://www.elanthipedia.com/wiki/Leilond
http://soundsoftime.bravehost.com
APATHETICSMILE
Re: Tentative Magic 3.0 Spell List
09/30/2010 09:10 PM CDT
I'm still not clear on what we're supposed to be losing.
DR-ARMIFER
Re: Tentative Magic 3.0 Spell List
09/30/2010 09:10 PM CDT
>>>>You need to learn to be happy with less.
>>Good to know we have someone batting for the war mages. In another vein, I think the same thing every time the rates are raised, but it never works then, either.
I'd like to be sympathetic, but if my assertion that it is unacceptable to expect a spell that provides skill bonuses to Parry, Shield, Evasion, Armor (all armors?) and Perception as well as Agility & Reflex stat buffs at once is seen as a terrible blow against Warrior Mages, then I do not believe there is a grounded enough understanding about how game balance works to have a coherent conversation.
-Armifer
"In our days truth is taken to result from the effacing of the living man behind the mathematical structures that think themselves out in him, rather than he be thinking them." - Emmanuel Levinas
>>Good to know we have someone batting for the war mages. In another vein, I think the same thing every time the rates are raised, but it never works then, either.
I'd like to be sympathetic, but if my assertion that it is unacceptable to expect a spell that provides skill bonuses to Parry, Shield, Evasion, Armor (all armors?) and Perception as well as Agility & Reflex stat buffs at once is seen as a terrible blow against Warrior Mages, then I do not believe there is a grounded enough understanding about how game balance works to have a coherent conversation.
-Armifer
"In our days truth is taken to result from the effacing of the living man behind the mathematical structures that think themselves out in him, rather than he be thinking them." - Emmanuel Levinas
GRIM45
Re: Tentative Magic 3.0 Spell List
09/30/2010 09:12 PM CDT
>>Good to know we have someone batting for the war mages.
I think you may need to adjust what you think is a reasonable buff.
TG, TG, GL, et al.
Also: Moo.
I think you may need to adjust what you think is a reasonable buff.
TG, TG, GL, et al.
Also: Moo.
POWERHAUS
Re: Tentative Magic 3.0 Spell List
09/30/2010 10:23 PM CDT
>>Hoping RM is still useful against a certain necro spell.
>>You'll need to clarify the question.
Could be wrong, but I thought Rising mists prevented vivisection from working.
_________________________________
An old cranky ogre with no legs says, "Naarg wives all this Naarg wives now."
>>You'll need to clarify the question.
Could be wrong, but I thought Rising mists prevented vivisection from working.
_________________________________
An old cranky ogre with no legs says, "Naarg wives all this Naarg wives now."
VEE-REX
Re: Tentative Magic 3.0 Spell List
09/30/2010 10:27 PM CDT
>>Parry, Shield, Evasion, Shield, and Perception as well as Agility & Reflex stat buffs (and strength + stamina, multiple opponent, ranged weapon, melee weapon, BMR, intimidation)
O' Dragon, how I shall miss thee.
Individuals, families, countries, continents are destroyed at the heavy hand of Vinjince.
-GM Abasha
O' Dragon, how I shall miss thee.
Individuals, families, countries, continents are destroyed at the heavy hand of Vinjince.
-GM Abasha
ROBERTDH
Re: Tentative Magic 3.0 Spell List
09/30/2010 10:35 PM CDT
>>Paeldryth's Wrath:
>Im going to guess that were not going to be able to use Naptha through our TM anymore to strike people without contesting LT? If so. Boo on you.
Oh noes I hadn't thought of that :(
Bah, you could practically turn some of our current spells into entire spellbooks under this new spell slot model. I kind of hate how little each spell has to do, now. So little finesse to learn in the guild's magic.
"Magic has rules and so does posting on these forums." -Annwyl
>Im going to guess that were not going to be able to use Naptha through our TM anymore to strike people without contesting LT? If so. Boo on you.
Oh noes I hadn't thought of that :(
Bah, you could practically turn some of our current spells into entire spellbooks under this new spell slot model. I kind of hate how little each spell has to do, now. So little finesse to learn in the guild's magic.
"Magic has rules and so does posting on these forums." -Annwyl
DR-ARMIFER
Re: Tentative Magic 3.0 Spell List
09/30/2010 10:48 PM CDT
>>O' Dragon, how I shall miss thee.
I won't.
>>Bah, you could practically turn some of our current spells into entire spellbooks under this new spell slot model.I kind of hate how little each spell has to do, now.
A spell doesn't need to do little, as long as the cost continues to increase accordingly. That this encourages people (both players and new spell designers) to consider smaller spells more critically rather than trying to jam a dozen "quirks" into everything is intentional, however.
-Armifer
"In our days truth is taken to result from the effacing of the living man behind the mathematical structures that think themselves out in him, rather than he be thinking them." - Emmanuel Levinas
I won't.
>>Bah, you could practically turn some of our current spells into entire spellbooks under this new spell slot model.I kind of hate how little each spell has to do, now.
A spell doesn't need to do little, as long as the cost continues to increase accordingly. That this encourages people (both players and new spell designers) to consider smaller spells more critically rather than trying to jam a dozen "quirks" into everything is intentional, however.
-Armifer
"In our days truth is taken to result from the effacing of the living man behind the mathematical structures that think themselves out in him, rather than he be thinking them." - Emmanuel Levinas
ROBERTDH
Re: Tentative Magic 3.0 Spell List
09/30/2010 10:56 PM CDT
It's just kind of nostalgic that DR magic is moving away from a nethack-esque logic of things doing what might be expected by a mechanism of action, to spells just doing N explicit things.
Not that we ever lived in a world where wearing a blessed ring would result in blessed brawling hits but nostalgia isn't an emotion of accuracy.
"Magic has rules and so does posting on these forums." -Annwyl
Not that we ever lived in a world where wearing a blessed ring would result in blessed brawling hits but nostalgia isn't an emotion of accuracy.
"Magic has rules and so does posting on these forums." -Annwyl
DR-ARMIFER
Re: Tentative Magic 3.0 Spell List
09/30/2010 11:22 PM CDT
>>It's just kind of nostalgic that DR magic is moving away from a nethack-esque logic of things doing what might be expected by a mechanism of action, to spells just doing N explicit things.
I don't want to sound unempathic. I think that's cool too, but what we are moving away from is a culture that attempted to use that as an excuse to overload spells with effects that, at face value, they would never get. 1 + 1 should never equal three.
Some of the arguments about THE SKY IS FALLING!!1!1one aside, the first objective I'm tasked with is being fair to every guild. How this need to "be fair" is expressed is debatable and has many variables. While I'll accept it's not possible to do it right in a single, perfected fashion, I will argue we can easily show that it can be done wrong. When an ability -- or an entire guild -- is defined simply on the premise of mathematical inequality, the conclusion to draw from it is the premise is sick.
Much as Zeyurn and I may show irritation at the way some points are being raised, I do understand the growing pains involved. Warrior Mages are moving from a guild identity of BIGGER NUMBERS! to a guild focusing in combining magical attacks and weaponry. I don't expect everyone (or anyone, really) to be happy with their BIGGER NUMBERS! going away, I can only hope we can keep the conversation going on a high enough plane.
-Armifer
"In our days truth is taken to result from the effacing of the living man behind the mathematical structures that think themselves out in him, rather than he be thinking them." - Emmanuel Levinas
I don't want to sound unempathic. I think that's cool too, but what we are moving away from is a culture that attempted to use that as an excuse to overload spells with effects that, at face value, they would never get. 1 + 1 should never equal three.
Some of the arguments about THE SKY IS FALLING!!1!1one aside, the first objective I'm tasked with is being fair to every guild. How this need to "be fair" is expressed is debatable and has many variables. While I'll accept it's not possible to do it right in a single, perfected fashion, I will argue we can easily show that it can be done wrong. When an ability -- or an entire guild -- is defined simply on the premise of mathematical inequality, the conclusion to draw from it is the premise is sick.
Much as Zeyurn and I may show irritation at the way some points are being raised, I do understand the growing pains involved. Warrior Mages are moving from a guild identity of BIGGER NUMBERS! to a guild focusing in combining magical attacks and weaponry. I don't expect everyone (or anyone, really) to be happy with their BIGGER NUMBERS! going away, I can only hope we can keep the conversation going on a high enough plane.
-Armifer
"In our days truth is taken to result from the effacing of the living man behind the mathematical structures that think themselves out in him, rather than he be thinking them." - Emmanuel Levinas
GERSTEINJ2
Re: Tentative Magic 3.0 Spell List
09/30/2010 11:36 PM CDT
<<Could be wrong, but I thought Rising mists prevented vivisection from working.>>
HUH? holy craptastic, you are correct!
>prep r m 15
That will disrupt less than a quarter of your current attunement.
You take up a handful of dirt in your palm to prepare the Rising Mists spell. As you whisper arcane words, you gently blow the dust away and watch as it becomes swirling motes of glittering light that veil your hands in a pale aura.
>mana
You have a complete attunement to the mana flowing through this area.
Attunement: [0%>>>>>>>>>>>>>>>>>>>>>>>>50%>>>>>>>>>>>
>cast
You gesture.
A wispy, grey mist silently rises, droplet by droplet.
You flicker your malevolent desires towards Shvartzgonif, summoning invisible blades to strike at him with the merest thought.
You are convinced that your casting went unobserved.
You get a startling sensation, as some sixth sense barely warns you of an assault by Totendanz!
>
You get a startling sensation, as some sixth sense barely warns you of an assault by Totendanz!
>
You get a startling sensation, as some sixth sense barely warns you of an assault by Totendanz!
this shouldn't happen with a 68th necro vs a 45th WM. wow.
You've seen life through distorted eyes;You know you had to learn;The execution of your mind;You really had to turn;,the book is read,The end begins to show,The truth is out, the lies are old, But you don't want to know - Black Sabbath
HUH? holy craptastic, you are correct!
>prep r m 15
That will disrupt less than a quarter of your current attunement.
You take up a handful of dirt in your palm to prepare the Rising Mists spell. As you whisper arcane words, you gently blow the dust away and watch as it becomes swirling motes of glittering light that veil your hands in a pale aura.
>mana
You have a complete attunement to the mana flowing through this area.
Attunement: [0%>>>>>>>>>>>>>>>>>>>>>>>>50%>>>>>>>>>>>
>cast
You gesture.
A wispy, grey mist silently rises, droplet by droplet.
You flicker your malevolent desires towards Shvartzgonif, summoning invisible blades to strike at him with the merest thought.
You are convinced that your casting went unobserved.
You get a startling sensation, as some sixth sense barely warns you of an assault by Totendanz!
>
You get a startling sensation, as some sixth sense barely warns you of an assault by Totendanz!
>
You get a startling sensation, as some sixth sense barely warns you of an assault by Totendanz!
this shouldn't happen with a 68th necro vs a 45th WM. wow.
You've seen life through distorted eyes;You know you had to learn;The execution of your mind;You really had to turn;,the book is read,The end begins to show,The truth is out, the lies are old, But you don't want to know - Black Sabbath
ROBERTDH
Re: Tentative Magic 3.0 Spell List
09/30/2010 11:39 PM CDT
Wow that RM interaction looks... buggy.
"Magic has rules and so does posting on these forums." -Annwyl
"Magic has rules and so does posting on these forums." -Annwyl
GERSTEINJ2
Re: Tentative Magic 3.0 Spell List
09/30/2010 11:45 PM CDT
<<You flicker your malevolent desires towards Shvartzgonif, summoning invisible blades to strike at him with the merest thought.
You are convinced that your casting went unobserved.>>
that part was from the necro's perspective, the rest was the wms.
tried casting 3 times, spell finally gave out. even though i used the name correct<my biggest problem when pvp, i usually end up cast or att instead of cast person. :-(>
You've seen life through distorted eyes;You know you had to learn;The execution of your mind;You really had to turn;,the book is read,The end begins to show,The truth is out, the lies are old, But you don't want to know - Black Sabbath
You are convinced that your casting went unobserved.>>
that part was from the necro's perspective, the rest was the wms.
tried casting 3 times, spell finally gave out. even though i used the name correct<my biggest problem when pvp, i usually end up cast or att instead of cast person. :-(>
You've seen life through distorted eyes;You know you had to learn;The execution of your mind;You really had to turn;,the book is read,The end begins to show,The truth is out, the lies are old, But you don't want to know - Black Sabbath
APATHETICSMILE
Re: Tentative Magic 3.0 Spell List
10/01/2010 09:06 AM CDT
>>In short, because I believe Warrior Mages' answer to stealth should be to nuke the area around them until nothing moves and have no real intention of giving them fine-grained tools for stealth.
Will any of our other spells have the cast area option? Or will we need to take Chain Lightning if we plan on pvping against stealthers?
Will any of our other spells have the cast area option? Or will we need to take Chain Lightning if we plan on pvping against stealthers?
DR-ZEYURN
Re: Tentative Magic 3.0 Spell List
10/01/2010 12:43 PM CDT
>>In short, because I believe Warrior Mages' answer to stealth should be to nuke the area around them until nothing moves and have no real intention of giving them fine-grained tools for stealth.
>Will any of our other spells have the cast area option? Or will we need to take Chain Lightning if we plan on pvping against stealthers?
All WM TM AoEs will at least have 'cast area', 'cast creatures', and 'cast', which will hit everyone, creatures only, and engaged things respectively.
-Z
>Will any of our other spells have the cast area option? Or will we need to take Chain Lightning if we plan on pvping against stealthers?
All WM TM AoEs will at least have 'cast area', 'cast creatures', and 'cast', which will hit everyone, creatures only, and engaged things respectively.
-Z
APATHETICSMILE
Re: Tentative Magic 3.0 Spell List
10/01/2010 01:20 PM CDT
>>All WM TM AoEs will at least have 'cast area', 'cast creatures', and 'cast', which will hit everyone, creatures only, and engaged things respectively.
Thank you.
Thank you.
ROBERTDH
Re: Tentative Magic 3.0 Spell List
10/01/2010 06:13 PM CDT
>>Will any of our other spells have the cast area option? Or will we need to take Chain Lightning if we plan on pvping against stealthers?
>All WM TM AoEs will at least have 'cast area', 'cast creatures', and 'cast', which will hit everyone, creatures only, and engaged things respectively.
We'll have three now, but it'd be nice to have more. We've lost a few AOEs over the years... But that's something more addressed through eventual new spells than the spell conversion. I'd at least like an area-wide AOE cold spell again since there's no mention of a frosty shockwave.... I miss ye old Frostbite.
Actually, no, I just miss its skin bleeders. Those were so awesome.
"Magic has rules and so does posting on these forums." -Annwyl
>All WM TM AoEs will at least have 'cast area', 'cast creatures', and 'cast', which will hit everyone, creatures only, and engaged things respectively.
We'll have three now, but it'd be nice to have more. We've lost a few AOEs over the years... But that's something more addressed through eventual new spells than the spell conversion. I'd at least like an area-wide AOE cold spell again since there's no mention of a frosty shockwave.... I miss ye old Frostbite.
Actually, no, I just miss its skin bleeders. Those were so awesome.
"Magic has rules and so does posting on these forums." -Annwyl
CATHULU
Re: Tentative Magic 3.0 Spell List
10/01/2010 08:14 PM CDT
>>Warrior Mages are moving from a guild identity of BIGGER NUMBERS! to a guild focusing in combining magical attacks and weaponry.
I do like this move more and more. I do like having spells that pack a punch that fills a niche no other magic users can have. I would like to see more weapon oriented abilities to make more use of our secondary weapon skills. It would also be nice if our other secondary skills, lores, where useful for... anything.
The guild is taking a different direction and from what i see its pretty positive. My one question, is the release of all this anywhere in sight in the near future. Any more definite than
>>Soon?
- Erixx
I do like this move more and more. I do like having spells that pack a punch that fills a niche no other magic users can have. I would like to see more weapon oriented abilities to make more use of our secondary weapon skills. It would also be nice if our other secondary skills, lores, where useful for... anything.
The guild is taking a different direction and from what i see its pretty positive. My one question, is the release of all this anywhere in sight in the near future. Any more definite than
>>Soon?
- Erixx
SHADESLAYER
Re: Tentative Magic 3.0 Spell List
10/03/2010 02:24 AM CDT
Questions:
1. Why is the anti-scry mechanism disappearing from AC?
2. Ethereal Fissure, is the duration going to stay the same or increase?
3. Lightning Bolt, why will this not cause nerve damage? (I know nerve damage really won't count towards much anyways, but it really doesn't make sense getting hit by lightning and having no nerve damage.)
4. Chain Lightning, with the multi-strike(one shot per person) function being taken away, will this spell see an uptweak in accuracy or power?
5. Sun Lance, will this spell be dependant on the Sun in terms of effectiveness?
6. Dragon's Breath, will the messaging change from spitting fireballs to actually exhaling plumes of flame?
7. Would you guys be against making Frostbite have a secondary effect that gives random 1-2 RT? (or is this a 1+1=3 issue?)
8. Will Tremor still cause the caster to be knocked down?
9. Magnetic Ballista, are we going to see a change that doesnt' allow people to use this against us?
10. Paeldryth's Wrath, can we no longer throw naptha at things without contesting our LT skill?
11. Y'ntrel Sechra, what will the armor boosting rate be on this spell, if your ready to give out any specifics yet?
Which would be worse? To live as a monster or to die as a good man?
1. Why is the anti-scry mechanism disappearing from AC?
2. Ethereal Fissure, is the duration going to stay the same or increase?
3. Lightning Bolt, why will this not cause nerve damage? (I know nerve damage really won't count towards much anyways, but it really doesn't make sense getting hit by lightning and having no nerve damage.)
4. Chain Lightning, with the multi-strike(one shot per person) function being taken away, will this spell see an uptweak in accuracy or power?
5. Sun Lance, will this spell be dependant on the Sun in terms of effectiveness?
6. Dragon's Breath, will the messaging change from spitting fireballs to actually exhaling plumes of flame?
7. Would you guys be against making Frostbite have a secondary effect that gives random 1-2 RT? (or is this a 1+1=3 issue?)
8. Will Tremor still cause the caster to be knocked down?
9. Magnetic Ballista, are we going to see a change that doesnt' allow people to use this against us?
10. Paeldryth's Wrath, can we no longer throw naptha at things without contesting our LT skill?
11. Y'ntrel Sechra, what will the armor boosting rate be on this spell, if your ready to give out any specifics yet?
Which would be worse? To live as a monster or to die as a good man?
DR-ARMIFER
Re: Tentative Magic 3.0 Spell List
10/03/2010 02:55 AM CDT
>>1. Why is the anti-scry mechanism disappearing from AC?
Scry immunity is going away entirely. The revised contest struck us as neither particularly beneficial for WMs for the slot cost, nor a good fit for the spell ("It protects against TM! ... and scrying! For reasons!")
>>2. Ethereal Fissure, is the duration going to stay the same or increase?
Unless I can think of an excellent reason otherwise, that's going to increase.
>>3. Lightning Bolt, why will this not cause nerve damage? (I know nerve damage really won't count towards much anyways, but it really doesn't make sense getting hit by lightning and having no nerve damage.)
It might? I don't think it'd be worth the extra slot, but this is coming up often enough that I may just shrug and let you have the sub-optimal spell.
>>4. Chain Lightning, with the multi-strike(one shot per person) function being taken away, will this spell see an uptweak in accuracy or power?
That's wholly dependant on baselines we haven't finalized yet.
>>5. Sun Lance, will this spell be dependant on the Sun in terms of effectiveness?
No.
>>6. Dragon's Breath, will the messaging change from spitting fireballs to actually exhaling plumes of flame?
Possibly? The current mesaging strikes me as a bit silly, but changing it isn't a high priority.
>>7. Would you guys be against making Frostbite have a secondary effect that gives random 1-2 RT? (or is this a 1+1=3 issue?)
Yes.
>>8. Will Tremor still cause the caster to be knocked down?
We're moving away from "caster gets hit with his own spell" except when we have an especially good reason for it.
>>9. Magnetic Ballista, are we going to see a change that doesnt' allow people to use this against us?
No.
>>10. Paeldryth's Wrath, can we no longer throw naptha at things without contesting our LT skill?
Correct.
>>11. Y'ntrel Sechra, what will the armor boosting rate be on this spell, if your ready to give out any specifics yet?
Aside from in-sphere/out-of-sphere, there's no such thing as variable caps anymore.
>>Which would be worse? To live as a monster or to die as a good man?
Living as a monster. Everybody dies, but not everybody does it with grace.
-Armifer
"In our days truth is taken to result from the effacing of the living man behind the mathematical structures that think themselves out in him, rather than he be thinking them." - Emmanuel Levinas
Scry immunity is going away entirely. The revised contest struck us as neither particularly beneficial for WMs for the slot cost, nor a good fit for the spell ("It protects against TM! ... and scrying! For reasons!")
>>2. Ethereal Fissure, is the duration going to stay the same or increase?
Unless I can think of an excellent reason otherwise, that's going to increase.
>>3. Lightning Bolt, why will this not cause nerve damage? (I know nerve damage really won't count towards much anyways, but it really doesn't make sense getting hit by lightning and having no nerve damage.)
It might? I don't think it'd be worth the extra slot, but this is coming up often enough that I may just shrug and let you have the sub-optimal spell.
>>4. Chain Lightning, with the multi-strike(one shot per person) function being taken away, will this spell see an uptweak in accuracy or power?
That's wholly dependant on baselines we haven't finalized yet.
>>5. Sun Lance, will this spell be dependant on the Sun in terms of effectiveness?
No.
>>6. Dragon's Breath, will the messaging change from spitting fireballs to actually exhaling plumes of flame?
Possibly? The current mesaging strikes me as a bit silly, but changing it isn't a high priority.
>>7. Would you guys be against making Frostbite have a secondary effect that gives random 1-2 RT? (or is this a 1+1=3 issue?)
Yes.
>>8. Will Tremor still cause the caster to be knocked down?
We're moving away from "caster gets hit with his own spell" except when we have an especially good reason for it.
>>9. Magnetic Ballista, are we going to see a change that doesnt' allow people to use this against us?
No.
>>10. Paeldryth's Wrath, can we no longer throw naptha at things without contesting our LT skill?
Correct.
>>11. Y'ntrel Sechra, what will the armor boosting rate be on this spell, if your ready to give out any specifics yet?
Aside from in-sphere/out-of-sphere, there's no such thing as variable caps anymore.
>>Which would be worse? To live as a monster or to die as a good man?
Living as a monster. Everybody dies, but not everybody does it with grace.
-Armifer
"In our days truth is taken to result from the effacing of the living man behind the mathematical structures that think themselves out in him, rather than he be thinking them." - Emmanuel Levinas
SHADESLAYER
Re: Tentative Magic 3.0 Spell List
10/03/2010 03:13 AM CDT
>>The revised contest struck us as neither particularly beneficial for WMs for the slot cost.
Since you seem to be the new lore master for warmages since that last post on yours about the elemental planes, can you elaborate on terms of lore, how a sphere of Aether doesn't block out scrying or why it did in the first place?
>>Scry immunity is going away entirely.
Is this entirely due to the fact that moon mages can now scry spells on people from far away?
>>I don't think it'd be worth the extra slot
I probably wouldn't pay for an extra slot for nerve damage since it won't be as effectful anymore. Pure speculation since the whole 'mechanism of action' phrase started getting thrown around.
>>We're moving away from "caster gets hit with his own spell" except when we have an especially good reason for it.
Alright, so what's the reasoning behind Magnetic Ballista? (Also, whenever someone is using this spell against someone else, is it using the caster's TM skill regardless of who uses it?)
Which would be worse? To live as a monster or to die as a good man?
Since you seem to be the new lore master for warmages since that last post on yours about the elemental planes, can you elaborate on terms of lore, how a sphere of Aether doesn't block out scrying or why it did in the first place?
>>Scry immunity is going away entirely.
Is this entirely due to the fact that moon mages can now scry spells on people from far away?
>>I don't think it'd be worth the extra slot
I probably wouldn't pay for an extra slot for nerve damage since it won't be as effectful anymore. Pure speculation since the whole 'mechanism of action' phrase started getting thrown around.
>>We're moving away from "caster gets hit with his own spell" except when we have an especially good reason for it.
Alright, so what's the reasoning behind Magnetic Ballista? (Also, whenever someone is using this spell against someone else, is it using the caster's TM skill regardless of who uses it?)
Which would be worse? To live as a monster or to die as a good man?
SHADOW7988
Re: Tentative Magic 3.0 Spell List
10/03/2010 06:31 AM CDT
>>Scry immunity is going away entirely.
(This isn't a Warrior Mage in particular spell, but I feel it was brought up so):
Thus secretive people that aren't very powerful at this point, could be located in their Guilds, like the Necromancers 'Guild', or the Thieves Guild? Couldn't there be implications against those groups?
_____________________________________
Victory Over Lyras, on the 397th year and 156 days since the Victory of Lanival the Redeemer.
(This isn't a Warrior Mage in particular spell, but I feel it was brought up so):
Thus secretive people that aren't very powerful at this point, could be located in their Guilds, like the Necromancers 'Guild', or the Thieves Guild? Couldn't there be implications against those groups?
_____________________________________
Victory Over Lyras, on the 397th year and 156 days since the Victory of Lanival the Redeemer.
RAIST
Re: Tentative Magic 3.0 Spell List
10/03/2010 06:43 AM CDT
>Thus secretive people that aren't very powerful at this point, could be located in their Guilds, like the Necromancers 'Guild', or the Thieves Guild?
You don't think those guilds aren't warded in 18 different ways, plus 6 more for extra precaution?
Who cares about personal protection when you're entire building/warren/purple treehouse is warded.
Magic's Death Caraamon Makdasi, Gor'Tog Barbarian
Hunta Talna Kortok, built by Gor'Togs, for Gor'Togs
http://www.angelfire.com/rpg2/caraamon/home.html
Blunts for Sale:
http://www.elanthipedia.com/wiki/User:Caraamon#Wares
You don't think those guilds aren't warded in 18 different ways, plus 6 more for extra precaution?
Who cares about personal protection when you're entire building/warren/purple treehouse is warded.
Magic's Death Caraamon Makdasi, Gor'Tog Barbarian
Hunta Talna Kortok, built by Gor'Togs, for Gor'Togs
http://www.angelfire.com/rpg2/caraamon/home.html
Blunts for Sale:
http://www.elanthipedia.com/wiki/User:Caraamon#Wares
GERSTEINJ2
Re: Tentative Magic 3.0 Spell List
10/03/2010 06:50 AM CDT
<<5. Sun Lance, will this spell be dependant on the Sun in terms of effectiveness?>>
No.
good to hear. my question is this though. under the old magic certain WM spells "seemed" more effective given certain weather conditions <i.e. lightning bolt in rainstorms, etc.
Will this still be in effect under magic 3.0, or was this just a "lavender" situation?
You've seen life through distorted eyes;You know you had to learn;The execution of your mind;You really had to turn;,the book is read,The end begins to show,The truth is out, the lies are old, But you don't want to know - Black Sabbath
No.
good to hear. my question is this though. under the old magic certain WM spells "seemed" more effective given certain weather conditions <i.e. lightning bolt in rainstorms, etc.
Will this still be in effect under magic 3.0, or was this just a "lavender" situation?
You've seen life through distorted eyes;You know you had to learn;The execution of your mind;You really had to turn;,the book is read,The end begins to show,The truth is out, the lies are old, But you don't want to know - Black Sabbath
GERSTEINJ2
Re: Tentative Magic 3.0 Spell List
10/03/2010 07:00 AM CDT
in the case of necros, I've personally seen just how powerful that warding is, from a close-up view. Too close for comfort. :-). And magically it is quite the most powerful thing this side of the world dragon. I have no idea though on how exactly the thieves ward their hidey-holes though. Not being magical and all. Most likely though, its the same thing as private homes use, <at least if you have the privacy nolocate/nofamiliar options turned on>. Doesn't really give you an IC explanation like the Necro guildhall does.
For warmages, i believe the outside of the WM guild is "warded" vs. locates. The guildhall itself is the most likely source of anti-scrying in that case.
You've seen life through distorted eyes;You know you had to learn;The execution of your mind;You really had to turn;,the book is read,The end begins to show,The truth is out, the lies are old, But you don't want to know - Black Sabbath
For warmages, i believe the outside of the WM guild is "warded" vs. locates. The guildhall itself is the most likely source of anti-scrying in that case.
You've seen life through distorted eyes;You know you had to learn;The execution of your mind;You really had to turn;,the book is read,The end begins to show,The truth is out, the lies are old, But you don't want to know - Black Sabbath
RAIST
Re: Tentative Magic 3.0 Spell List
10/03/2010 07:02 AM CDT
>I have no idea though on how exactly the thieves ward their hidey-holes though.
No idea either, but the Barbarians can do it. I suspect magic is just too scared to go inside either guild.
Magic's Death Caraamon Makdasi, Gor'Tog Barbarian
Hunta Talna Kortok, built by Gor'Togs, for Gor'Togs
http://www.angelfire.com/rpg2/caraamon/home.html
Blunts for Sale:
http://www.elanthipedia.com/wiki/User:Caraamon#Wares
No idea either, but the Barbarians can do it. I suspect magic is just too scared to go inside either guild.
Magic's Death Caraamon Makdasi, Gor'Tog Barbarian
Hunta Talna Kortok, built by Gor'Togs, for Gor'Togs
http://www.angelfire.com/rpg2/caraamon/home.html
Blunts for Sale:
http://www.elanthipedia.com/wiki/User:Caraamon#Wares
SINGLETON1
Re: Tentative Magic 3.0 Spell List
10/03/2010 07:45 AM CDT
Maybe someone paid a trusted person to setup a ward or possibly there is an unknown relic hidden within to protect against locating?
Wanderer Larze
Guardian Rhamist
Wanderer Larze
Guardian Rhamist
DR-ZEYURN
Re: Tentative Magic 3.0 Spell List
10/03/2010 11:00 AM CDT
Rooms that are flagged anti-locate will continue to be. We're only talking about the ability for players to make themselves completely immune to location as going to go away.
>>Scry immunity is going away entirely.
>Is this entirely due to the fact that moon mages can now scry spells on people from far away?
Actually, several guilds, including War Mages, have abilities to locate people from far away that are stymied by anti-scry!
>Since you seem to be the new lore master for warmages since that last post on yours about the elemental planes, can you elaborate on terms of lore, how a sphere of Aether doesn't block out scrying or why it did in the first place?
The visible Lore and abilities for WMs pretty much consists of an amalgam of whatever people at the time thought would be neat and has absolutely no internal backing of any sort that we can find. By contrast, there's a ton of internal written stuff on Clerical and Moon Mage lore and mostly their abilities are consistent with it. When Armifer says something happens because of 'reasons' we're not really trying to be cute, we ourselves have literally no idea why. This doesn't mean we want to take it all away but it does mean in one cast (Aether) we wanted to try to move the stuff out of the spellbook.
I'll leave it to Armifer to decide what he does / doesn't want to post about what we did find and try to flesh out
-Z
>>Scry immunity is going away entirely.
>Is this entirely due to the fact that moon mages can now scry spells on people from far away?
Actually, several guilds, including War Mages, have abilities to locate people from far away that are stymied by anti-scry!
>Since you seem to be the new lore master for warmages since that last post on yours about the elemental planes, can you elaborate on terms of lore, how a sphere of Aether doesn't block out scrying or why it did in the first place?
The visible Lore and abilities for WMs pretty much consists of an amalgam of whatever people at the time thought would be neat and has absolutely no internal backing of any sort that we can find. By contrast, there's a ton of internal written stuff on Clerical and Moon Mage lore and mostly their abilities are consistent with it. When Armifer says something happens because of 'reasons' we're not really trying to be cute, we ourselves have literally no idea why. This doesn't mean we want to take it all away but it does mean in one cast (Aether) we wanted to try to move the stuff out of the spellbook.
I'll leave it to Armifer to decide what he does / doesn't want to post about what we did find and try to flesh out
-Z
POWERHAUS
Re: Tentative Magic 3.0 Spell List
10/03/2010 01:32 PM CDT
Spirit dragons ate the lore
Thieves would have magic anti scrye stuff most likely made by a moonie. Barbs would have almhara or some weird antimagic mineral(like how gweths don't work in the citadel, or the WM steel room). Anything else could be planar fluctuations or some past magic disaster screwing up the area.
_________________________________
An old cranky ogre with no legs says, "Naarg wives all this Naarg wives now."
Thieves would have magic anti scrye stuff most likely made by a moonie. Barbs would have almhara or some weird antimagic mineral(like how gweths don't work in the citadel, or the WM steel room). Anything else could be planar fluctuations or some past magic disaster screwing up the area.
_________________________________
An old cranky ogre with no legs says, "Naarg wives all this Naarg wives now."
DR-ARMIFER
Re: Tentative Magic 3.0 Spell List
10/03/2010 01:37 PM CDT
Except for some fringe cases, it can generally be understood that where there's an anti-locate or anti-teleportation ward, there has been a wizard to put it up.
-Armifer
"In our days truth is taken to result from the effacing of the living man behind the mathematical structures that think themselves out in him, rather than he be thinking them." - Emmanuel Levinas
-Armifer
"In our days truth is taken to result from the effacing of the living man behind the mathematical structures that think themselves out in him, rather than he be thinking them." - Emmanuel Levinas
GAND-MAD
Re: Tentative Magic 3.0 Spell List
10/03/2010 03:36 PM CDT
>>Scry immunity is going away entirely.
To be replaced with a spell-slot worthy spell contest? I agree that we probably don't need a spell that does that in this guild. I'm guessing that necromancers may end up with an anti-scry spell at some point that contests the power of the scry to the anti-scry to see if the scrying attempt is successful?
For what it's worth, I believe the old explanation was that it somehow protected from all magical locating, the TM matrix being one form and presumably locating using a similar type of effect to 'target' the person. It always did seem a little odd to me since it didn't quite mesh with the fact that normal spells don't really have a targeted matrix, but I just figured it was one of the attributes of the 'mysterious unexplained magic/physics' that the locate spell pattern had similar 'shape' or some such.
>>It might? I don't think it'd be worth the extra slot, but this is coming up often enough that I may just shrug and let you have the sub-optimal spell.
I'm thinking that nerve damage would be best implemented as a seperate spell. If we're talking about the ability to dial in the combats while hunting, I think that would best be served by an AOE that can be 'cast creatures' and does specifically that.
If we're talking about killing something, and presumably we are with a spell like LB, then I guess it would depend on how many casts it will typically take to kill something 'at level', and how many casts would be saved by lowering their defenses due to nerve damage.
In other words, if it takes 10 casts to kill something in magic/combat 3, and nerve damage builds up to result in only requiring 7 casts, then it would be pretty useful. However, if it only takes 4 casts, there isn't a whole lot of time there to build up nerve damage, and given it has been said that nerve damage is being reduced in effectiveness for the new system then it more than likely won't be worth it.
Packing things into spells like this though brings up a good point. I know that basically any effect in a spell will cost a spell slot (except for a short list of effects not considered powerful enough to cost a slot, like being a light source). However, what is the 'at time of cast' cost, or is there one?
For example, lets say we got rid of all of our buffs and instead replaced them with a single spell that buffs every stat and every skill, each to their max within the sphere of influence limits (and lets ignore the silliness of the concept for a moment). Obviously it would cost well over 50 spell slots, but does such a spell cost more in terms of mana or skill at the time of cast? Would the minimum mana on this spell be set to 100 or the skill to cast be a minimum of 2000 to account for all of the effects, or is there some standard baseline that basically all spells will use (and what parameters would such a baseline use)?
Basically the cost at time of cast would shift where I think our spells should typically fall in terms of effects. If I'm spending the same mana anyway, I'd rather have more things jammed into one spell, even if it meant I had to circle a couple more times to get the additional spell slots to learn the spell in the first place. If it is going to be draining all my mana with each cast, I'd probably prefer more specialized spells. Granted I'd have less spells at any given time, but if I had essentially all the same effects anyway it probably wouldn't make too big a difference except in some cases where you don't necessarily want multiple effects (which is less likely with certain spells, especially those that buff).
>>4. Chain Lightning, with the multi-strike(one shot per person) function being taken away, will this spell see an uptweak in accuracy or power?
>>That's wholly dependant on baselines we haven't finalized yet.
I'm in favor of CL becoming one shot per target, multi-target. I'd rather the spell be more damage oriented than accuracy, which is how the single-shot spells are stated to work. Being only one shot shouldn't lower the damage potential since each spell will have maximum damage potential under the new system. Splitting the attacks will just mean the damage is split (with a net loss to power and a net bonus to accuracy). Considering war mage TM is bound to outpace their defenses (especially with the new TM buff spell), I don't think accuracy will be needed in a spell like this. I'd much rather have it dish out the damage and get the accuracy through skill, buffs, or disabling the opponent (at least for this particular spell).
Also, I'm a little late on the whole perception conversation, but is the 'nuke the area' war mage anti-stealth approach only valid for damaging spells, or could the guild conceivably have a spell that knocks someone out of hiding after the rewrites?
For example, could a cast of tremor that successfully knocks someone in hiding over also knock them out of hiding? If so, could the spell also prevent them from hiding for about 5 to 20 seconds to allow at least another spell to be cast to either hold them in place in the open or take their head off?
As an aside, I don't think it would be a bad thing if anyone knocked out of hiding in the new combat system were forced to stay in the open for at least the length of a couple of attacks. I'm sure lots of people heavily invested in the stealth system would disgree with that point, but I'm of the opinion that it would help to make stealth not inevitably reach the point of be complete immunity for anyone with the survival skillset in a higher tier than you. However, I'd also like to have something that lets me get out of the situation of 'kill or be killed' whenever stealth is involved.
While I do train perception at least as hard as evasion, there really is no way for me to keep up with a survival prime, or even secondary. I'd like some middle ground of interaction between 'be sniped' and 'CL everyone in the face'. I think it would be somewhat similar to the Huldah's Pall situation, where a successful stat contest temporarily blocks out an entire category of abilities (although I guess in the case of Huldah's Pall it actually blocks out basically an entire skillset and does so for minutes rather than seconds so I'm not sure how good the comparison is, especially when not knowing how it will change after the rewrites).
>>The visible Lore and abilities for WMs pretty much consists of an amalgam of whatever people at the time thought would be neat and has absolutely no internal backing of any sort that we can find.
This, along with the one dimensional nature of the guild has been my major complaint for a long time. A little more focus on secondary skills and what they mean to the guild would go a long way in defining what a war mage is supposed to be. The spells and abilities would then preferably be created within the context of that definition.
After seeing the categories of other guilds, the war mage guild seems somewhat flat. When I see so many have some combat oriented group, then a whole bunch of other groups, it just makes the war mage guild only being combat focused seem a bit lackluster. I understand the major role of combat in the game so it doesn't surprise me, but I think it may be time for the guild to branch out a bit, especially when considering the TM spells will now be on par with everyone else and the 'bigger numbers' philosophy is ending.
As an example of some analogous systems, we have bards and their proposed heritages that will allow them to identify with combat, performance, or lore/scholar. Unlike the thief khri, war mage spells aren't divided into thematic trees. In fact quite the opposite, we're being told that we shouldn't be using the elements to help identify our character (or at least if we do, we should expect to be a much less extreme version of a redeemed necro or shocked empath). Necromancer lore allows for multiple lines of identification (redeemed, perverse, or philosopher), which more or less covers any way someone could potentially play their character without being too restrictive. Moon Mages can identify with their sect, and there are a variety of different angles to take there.
The stronger models here I think have to be the Moon Mages, Necromancers, and Bards. They allow a wide variety of play without any major consequences but help guide what it means to be a member of that guild. I could potentially see the war mage guild being broken down into three or more subgroups: one pseudo-religious element focused mage type, one spellsword type combining mundane and magical combat, one lore type focused on magical research and application of magic to crafting in general. That way there is something more to identify with than being a 'fire mage' or a 'storm mage'.
Granted to a large degree it is up to the person to come up with their character's identity, but only giving a list of elements and essentially saying they aren't meant to be the main source of identity for war mages doesn't give people much more to go on than being a commoner. Obviously the guild abilities go far beyond what a commoner can do, but the lack of identity I think is a major contributing factor the lack of cohesiveness in war mage abilities and their nearly exclusive focus on combat.
I guess that is getting a bit off topic though, so maybe I'll start a new thread for it.
-Gandoloth
To be replaced with a spell-slot worthy spell contest? I agree that we probably don't need a spell that does that in this guild. I'm guessing that necromancers may end up with an anti-scry spell at some point that contests the power of the scry to the anti-scry to see if the scrying attempt is successful?
For what it's worth, I believe the old explanation was that it somehow protected from all magical locating, the TM matrix being one form and presumably locating using a similar type of effect to 'target' the person. It always did seem a little odd to me since it didn't quite mesh with the fact that normal spells don't really have a targeted matrix, but I just figured it was one of the attributes of the 'mysterious unexplained magic/physics' that the locate spell pattern had similar 'shape' or some such.
>>It might? I don't think it'd be worth the extra slot, but this is coming up often enough that I may just shrug and let you have the sub-optimal spell.
I'm thinking that nerve damage would be best implemented as a seperate spell. If we're talking about the ability to dial in the combats while hunting, I think that would best be served by an AOE that can be 'cast creatures' and does specifically that.
If we're talking about killing something, and presumably we are with a spell like LB, then I guess it would depend on how many casts it will typically take to kill something 'at level', and how many casts would be saved by lowering their defenses due to nerve damage.
In other words, if it takes 10 casts to kill something in magic/combat 3, and nerve damage builds up to result in only requiring 7 casts, then it would be pretty useful. However, if it only takes 4 casts, there isn't a whole lot of time there to build up nerve damage, and given it has been said that nerve damage is being reduced in effectiveness for the new system then it more than likely won't be worth it.
Packing things into spells like this though brings up a good point. I know that basically any effect in a spell will cost a spell slot (except for a short list of effects not considered powerful enough to cost a slot, like being a light source). However, what is the 'at time of cast' cost, or is there one?
For example, lets say we got rid of all of our buffs and instead replaced them with a single spell that buffs every stat and every skill, each to their max within the sphere of influence limits (and lets ignore the silliness of the concept for a moment). Obviously it would cost well over 50 spell slots, but does such a spell cost more in terms of mana or skill at the time of cast? Would the minimum mana on this spell be set to 100 or the skill to cast be a minimum of 2000 to account for all of the effects, or is there some standard baseline that basically all spells will use (and what parameters would such a baseline use)?
Basically the cost at time of cast would shift where I think our spells should typically fall in terms of effects. If I'm spending the same mana anyway, I'd rather have more things jammed into one spell, even if it meant I had to circle a couple more times to get the additional spell slots to learn the spell in the first place. If it is going to be draining all my mana with each cast, I'd probably prefer more specialized spells. Granted I'd have less spells at any given time, but if I had essentially all the same effects anyway it probably wouldn't make too big a difference except in some cases where you don't necessarily want multiple effects (which is less likely with certain spells, especially those that buff).
>>4. Chain Lightning, with the multi-strike(one shot per person) function being taken away, will this spell see an uptweak in accuracy or power?
>>That's wholly dependant on baselines we haven't finalized yet.
I'm in favor of CL becoming one shot per target, multi-target. I'd rather the spell be more damage oriented than accuracy, which is how the single-shot spells are stated to work. Being only one shot shouldn't lower the damage potential since each spell will have maximum damage potential under the new system. Splitting the attacks will just mean the damage is split (with a net loss to power and a net bonus to accuracy). Considering war mage TM is bound to outpace their defenses (especially with the new TM buff spell), I don't think accuracy will be needed in a spell like this. I'd much rather have it dish out the damage and get the accuracy through skill, buffs, or disabling the opponent (at least for this particular spell).
Also, I'm a little late on the whole perception conversation, but is the 'nuke the area' war mage anti-stealth approach only valid for damaging spells, or could the guild conceivably have a spell that knocks someone out of hiding after the rewrites?
For example, could a cast of tremor that successfully knocks someone in hiding over also knock them out of hiding? If so, could the spell also prevent them from hiding for about 5 to 20 seconds to allow at least another spell to be cast to either hold them in place in the open or take their head off?
As an aside, I don't think it would be a bad thing if anyone knocked out of hiding in the new combat system were forced to stay in the open for at least the length of a couple of attacks. I'm sure lots of people heavily invested in the stealth system would disgree with that point, but I'm of the opinion that it would help to make stealth not inevitably reach the point of be complete immunity for anyone with the survival skillset in a higher tier than you. However, I'd also like to have something that lets me get out of the situation of 'kill or be killed' whenever stealth is involved.
While I do train perception at least as hard as evasion, there really is no way for me to keep up with a survival prime, or even secondary. I'd like some middle ground of interaction between 'be sniped' and 'CL everyone in the face'. I think it would be somewhat similar to the Huldah's Pall situation, where a successful stat contest temporarily blocks out an entire category of abilities (although I guess in the case of Huldah's Pall it actually blocks out basically an entire skillset and does so for minutes rather than seconds so I'm not sure how good the comparison is, especially when not knowing how it will change after the rewrites).
>>The visible Lore and abilities for WMs pretty much consists of an amalgam of whatever people at the time thought would be neat and has absolutely no internal backing of any sort that we can find.
This, along with the one dimensional nature of the guild has been my major complaint for a long time. A little more focus on secondary skills and what they mean to the guild would go a long way in defining what a war mage is supposed to be. The spells and abilities would then preferably be created within the context of that definition.
After seeing the categories of other guilds, the war mage guild seems somewhat flat. When I see so many have some combat oriented group, then a whole bunch of other groups, it just makes the war mage guild only being combat focused seem a bit lackluster. I understand the major role of combat in the game so it doesn't surprise me, but I think it may be time for the guild to branch out a bit, especially when considering the TM spells will now be on par with everyone else and the 'bigger numbers' philosophy is ending.
As an example of some analogous systems, we have bards and their proposed heritages that will allow them to identify with combat, performance, or lore/scholar. Unlike the thief khri, war mage spells aren't divided into thematic trees. In fact quite the opposite, we're being told that we shouldn't be using the elements to help identify our character (or at least if we do, we should expect to be a much less extreme version of a redeemed necro or shocked empath). Necromancer lore allows for multiple lines of identification (redeemed, perverse, or philosopher), which more or less covers any way someone could potentially play their character without being too restrictive. Moon Mages can identify with their sect, and there are a variety of different angles to take there.
The stronger models here I think have to be the Moon Mages, Necromancers, and Bards. They allow a wide variety of play without any major consequences but help guide what it means to be a member of that guild. I could potentially see the war mage guild being broken down into three or more subgroups: one pseudo-religious element focused mage type, one spellsword type combining mundane and magical combat, one lore type focused on magical research and application of magic to crafting in general. That way there is something more to identify with than being a 'fire mage' or a 'storm mage'.
Granted to a large degree it is up to the person to come up with their character's identity, but only giving a list of elements and essentially saying they aren't meant to be the main source of identity for war mages doesn't give people much more to go on than being a commoner. Obviously the guild abilities go far beyond what a commoner can do, but the lack of identity I think is a major contributing factor the lack of cohesiveness in war mage abilities and their nearly exclusive focus on combat.
I guess that is getting a bit off topic though, so maybe I'll start a new thread for it.
-Gandoloth
APATHETICSMILE
Re: Tentative Magic 3.0 Spell List
10/03/2010 03:54 PM CDT
>>Obviously the guild abilities go far beyond what a commoner can do, but the lack of identity I think is a major contributing factor the lack of cohesiveness in war mage abilities and their nearly exclusive focus on combat.
What else should the focus be?
Survival? There's a stealth focused magic prime guild and a magic focused survival prime guild already.
Lore? There's lore focused magic prime guilds and a magic focused lore primary guild as well.
The Identity of the warrior mage guild IS it's combat focus.
What would be the point be in shifting that focus to something that's already covered by another guild?
What else should the focus be?
Survival? There's a stealth focused magic prime guild and a magic focused survival prime guild already.
Lore? There's lore focused magic prime guilds and a magic focused lore primary guild as well.
The Identity of the warrior mage guild IS it's combat focus.
What would be the point be in shifting that focus to something that's already covered by another guild?
SHOGUNASSASIN429
Re: Tentative Magic 3.0 Spell List
10/03/2010 03:57 PM CDT
Just saying combat is pretty broad.
DR-ARMIFER
Re: Tentative Magic 3.0 Spell List
10/03/2010 04:14 PM CDT
>>I probably wouldn't pay for an extra slot for nerve damage since it won't be as effectful anymore. Pure speculation since the whole 'mechanism of action' phrase started getting thrown around.
Sidebar: is there a trope about this that I'm not familiar with?
If you take a dangerous electrical current IRL, your primary concern is whether or not the charge crosses your heart, since it's incredibly easy to stop it. Electricity does cause involuntary muscle contraction (the basis for tasers, and some electrocution horror stories), but I'm unaware of lasting nerve damage being a particularly prominent feature over the, you know, heart attack stuff. Electroconvulsive therapy could be brought up as a counter-point that does inflict measurable neurological damage, but it does so because you are literally cooking off a portion of the brain -- autopsies of people who have gone through regular ECT show the portion of the brain that got the voltage had been blackened.
As an entirely anecdotal note, when I was ~a dozen feet from a lightning strike a few years ago, my immediate attention was focused... well, on profaning loudly. Afterward, though, I was more focused on the concussive blast than anything else.
I wouldn't be surprised to find cases of a lightning bolt seriously screwing someone's nerves up, but focusing on that over the internal burning, concussion, muscle locking and heart attacks always struck me as something very idiosyncratic about DR.
-Armifer
"In our days truth is taken to result from the effacing of the living man behind the mathematical structures that think themselves out in him, rather than he be thinking them." - Emmanuel Levinas
Sidebar: is there a trope about this that I'm not familiar with?
If you take a dangerous electrical current IRL, your primary concern is whether or not the charge crosses your heart, since it's incredibly easy to stop it. Electricity does cause involuntary muscle contraction (the basis for tasers, and some electrocution horror stories), but I'm unaware of lasting nerve damage being a particularly prominent feature over the, you know, heart attack stuff. Electroconvulsive therapy could be brought up as a counter-point that does inflict measurable neurological damage, but it does so because you are literally cooking off a portion of the brain -- autopsies of people who have gone through regular ECT show the portion of the brain that got the voltage had been blackened.
As an entirely anecdotal note, when I was ~a dozen feet from a lightning strike a few years ago, my immediate attention was focused... well, on profaning loudly. Afterward, though, I was more focused on the concussive blast than anything else.
I wouldn't be surprised to find cases of a lightning bolt seriously screwing someone's nerves up, but focusing on that over the internal burning, concussion, muscle locking and heart attacks always struck me as something very idiosyncratic about DR.
-Armifer
"In our days truth is taken to result from the effacing of the living man behind the mathematical structures that think themselves out in him, rather than he be thinking them." - Emmanuel Levinas
GAND-MAD
Re: Tentative Magic 3.0 Spell List
10/03/2010 04:38 PM CDT
>>What else should the focus be?
Well people complain that there is too much tertiary focus in the war mage guild. I would say given the weapon and lore secondary nature that there should be a significant portion of other things the guild can do outside of combat (weapon representing the combat side and lore indicating they have significant focus elsewhere).
>>Lore? There's lore focused magic prime guilds and a magic focused lore primary guild as well.
>>The Identity of the warrior mage guild IS it's combat focus.
Right, and that is what I believe is holding it back. If we're going to make the claim that this is basically all they do, then there really shouldn't be other guilds doing it with equal caps. However, that doesn't seem to be the direction the game is taking. There really isn't a concept of 'guild turf' anymore so having a hand in a significant portion of the secondary skillsets doesn't seem like it should matter if others already have a focus there.
I think we need to get further away from survival than we already are, and add in a lot more of the lore skillset. There has to be room there to overlap guilds, otherwise we would only have as many 'viable' guilds as there are skillsets to place primary, which clearly isn't how the game is designed.
A war mage naturally will have some aspect of combat that flavors their identity, but it doesn't necessarily need to be so explicit. Wythor was starting to take the guild in a pseudo-religious direction in terms of lore, with respect to their view on the elements and the guild structure. There is room there to make a 'sect' of sort. There is room for the weapon specialists. A guild so focused on physical things, you would think would have an aptitude for crafting items made from the elements they control.
Rather than just be defined as a soldier, I'd like the opportunity to identify more with the research side of the guild, or the blacksmith that uses magic to enhance his craft. Surely a weaponsmith isn't too far fetched a concept in a guild that focuses on war and lore.
Basically, if there is room for a little combat in other guilds, there is room for a little lore in this guild. It doesn't really have to stop there though. For example, the moon mage guild touches on certain groups being more political than others. The identity doesn't have to come exclusively from what the abilities do.
I think the ability to have my character draw erroneous conclusions based on another character's affiliations only helps bring out the roleplay. Over the years he's pegged fire mages down to a given personality (which likely isn't true of everyone that plays them but it makes for a nice conversation when I have him start the accusations). However, we're apparently not supposed to identify with specific elements. I'd like to be able to hear that someone is a 'spellsword' and have my character's reaction be "oh you're one of THOSE" and already be drawing conclusions, in addition to some neat little mostly meaningless flavor abilities/cantrips that support that lore.
>>Just saying combat is pretty broad.
Right, except EVERYONE does combat in one way or another, so it isn't really enough to help create a seperate identity from the other guilds. While it may sound like branching out into lore would only make the guild more like bards, I think it would do exactly the opposite. If implemented in a way that shows the war mage way of doing things, it would only serve to show the differences between the guilds, while still allowing enhanced access to those systems the guild has as secondary.
I'll probably be posting a concept of what I have in mind in another thread today sometime, so I'll ask that you wait for that to see if you think it is too far fetched for the guild. I just don't want to muddy up this thread with the tangent anymore, especially before I get to lay out the concept of what I think it should look like.
-Gandoloth
Well people complain that there is too much tertiary focus in the war mage guild. I would say given the weapon and lore secondary nature that there should be a significant portion of other things the guild can do outside of combat (weapon representing the combat side and lore indicating they have significant focus elsewhere).
>>Lore? There's lore focused magic prime guilds and a magic focused lore primary guild as well.
>>The Identity of the warrior mage guild IS it's combat focus.
Right, and that is what I believe is holding it back. If we're going to make the claim that this is basically all they do, then there really shouldn't be other guilds doing it with equal caps. However, that doesn't seem to be the direction the game is taking. There really isn't a concept of 'guild turf' anymore so having a hand in a significant portion of the secondary skillsets doesn't seem like it should matter if others already have a focus there.
I think we need to get further away from survival than we already are, and add in a lot more of the lore skillset. There has to be room there to overlap guilds, otherwise we would only have as many 'viable' guilds as there are skillsets to place primary, which clearly isn't how the game is designed.
A war mage naturally will have some aspect of combat that flavors their identity, but it doesn't necessarily need to be so explicit. Wythor was starting to take the guild in a pseudo-religious direction in terms of lore, with respect to their view on the elements and the guild structure. There is room there to make a 'sect' of sort. There is room for the weapon specialists. A guild so focused on physical things, you would think would have an aptitude for crafting items made from the elements they control.
Rather than just be defined as a soldier, I'd like the opportunity to identify more with the research side of the guild, or the blacksmith that uses magic to enhance his craft. Surely a weaponsmith isn't too far fetched a concept in a guild that focuses on war and lore.
Basically, if there is room for a little combat in other guilds, there is room for a little lore in this guild. It doesn't really have to stop there though. For example, the moon mage guild touches on certain groups being more political than others. The identity doesn't have to come exclusively from what the abilities do.
I think the ability to have my character draw erroneous conclusions based on another character's affiliations only helps bring out the roleplay. Over the years he's pegged fire mages down to a given personality (which likely isn't true of everyone that plays them but it makes for a nice conversation when I have him start the accusations). However, we're apparently not supposed to identify with specific elements. I'd like to be able to hear that someone is a 'spellsword' and have my character's reaction be "oh you're one of THOSE" and already be drawing conclusions, in addition to some neat little mostly meaningless flavor abilities/cantrips that support that lore.
>>Just saying combat is pretty broad.
Right, except EVERYONE does combat in one way or another, so it isn't really enough to help create a seperate identity from the other guilds. While it may sound like branching out into lore would only make the guild more like bards, I think it would do exactly the opposite. If implemented in a way that shows the war mage way of doing things, it would only serve to show the differences between the guilds, while still allowing enhanced access to those systems the guild has as secondary.
I'll probably be posting a concept of what I have in mind in another thread today sometime, so I'll ask that you wait for that to see if you think it is too far fetched for the guild. I just don't want to muddy up this thread with the tangent anymore, especially before I get to lay out the concept of what I think it should look like.
-Gandoloth
DR-ARMIFER
Re: Tentative Magic 3.0 Spell List
10/03/2010 04:59 PM CDT
>>However, we're apparently not supposed to identify with specific elements.
There's a middle ground here that nobody seems to find.
Let's take an example from the Moon Mage book for a moment, and the Tezirites. The defining magic feature of the Tezirite is that they are Shadow Mages and they are known primarily for the crazy shadow magic stuff. This is totally OK. But I do not know of any Tezirite PC alive that argues that Tezirites should not use telekinesis, teleportation, mind control or light-based magic because they are shadow mages and by God they need to do everything with shadows.
If someone wants to be "a water mage" in the sense that they identify with the element and want to make it a Thing, sure, go nuts. But to demand that there be Water Everything so you can be a Totally Water And Nothing Else mage is absurd and not the direction we're going.
-Armifer
"In our days truth is taken to result from the effacing of the living man behind the mathematical structures that think themselves out in him, rather than he be thinking them." - Emmanuel Levinas
There's a middle ground here that nobody seems to find.
Let's take an example from the Moon Mage book for a moment, and the Tezirites. The defining magic feature of the Tezirite is that they are Shadow Mages and they are known primarily for the crazy shadow magic stuff. This is totally OK. But I do not know of any Tezirite PC alive that argues that Tezirites should not use telekinesis, teleportation, mind control or light-based magic because they are shadow mages and by God they need to do everything with shadows.
If someone wants to be "a water mage" in the sense that they identify with the element and want to make it a Thing, sure, go nuts. But to demand that there be Water Everything so you can be a Totally Water And Nothing Else mage is absurd and not the direction we're going.
-Armifer
"In our days truth is taken to result from the effacing of the living man behind the mathematical structures that think themselves out in him, rather than he be thinking them." - Emmanuel Levinas