Results 271 to 300 of 497
-
2014-09-01, 04:47 PM (ISO 8601)
- Join Date
- Oct 2012
- Location
- In the Playground, duh.
-
2014-09-01, 04:48 PM (ISO 8601)
- Join Date
- Apr 2014
Re: T2+ Mundane Class: What would it take?
Creation effects (assuming they actually create instead of transmuting, which we should, as transmuting is a different thing) break the conservation of energy law
even if the definition of magic as breaking the laws of physics wasn't accurately depicted by the system, or even if alternate ways of achieving the same results were theoretically possible, that's still the canonic definition.
Assuming it works in ways that don't break the laws of physiscs is an arbitrary choice that is not supported by the in-game conventions.
In short, Magic in dnd does not rearrange particles. It works by ignoring physics. The books say so.Last edited by Seppo87; 2014-09-01 at 04:53 PM.
-
2014-09-01, 04:51 PM (ISO 8601)
- Join Date
- Dec 2013
Re: T2+ Mundane Class: What would it take?
The Weave. The elemental plane of whatever-the balls. A god.
Pick your choice.
And... is there something that specifically supports that they create something out of nothing, rather than reconstructing other matter or compacting energy into matter or something along those lines?Last edited by Pan151; 2014-09-01 at 04:54 PM.
-
2014-09-01, 04:52 PM (ISO 8601)
- Join Date
- Oct 2012
- Location
- In the Playground, duh.
-
2014-09-01, 04:53 PM (ISO 8601)
- Join Date
- Dec 2009
- Gender
Re: T2+ Mundane Class: What would it take?
You probably just have some input energy in order to create the object. At the same time though, if you can break a law of physics, then it just isn't a law of physics in that setting. Energy can't be created or destroyed? Well, you're wrong, cause I just did. Magic doesn't break physics. It just means that there are different physics, and those physics include magic.
Edit: No, physics. The laws of physics for the universe in question state that taking certain actions pulls energy from wherever to do whatever. That's just how the universe works.Last edited by eggynack; 2014-09-01 at 04:55 PM.
-
2014-09-01, 04:55 PM (ISO 8601)
- Join Date
- Apr 2014
-
2014-09-01, 04:56 PM (ISO 8601)
- Join Date
- Dec 2013
-
2014-09-01, 04:57 PM (ISO 8601)
- Join Date
- Dec 2013
-
2014-09-01, 04:57 PM (ISO 8601)
- Join Date
- Oct 2012
- Location
- In the Playground, duh.
Re: T2+ Mundane Class: What would it take?
Gravity is specified to exist in the rules, as are Feather Fall, Levitate, Fly, and Reverse Gravity.
I'm just going to stick to my definition of "If it breaks our rules of physics, it's magical, otherwise it gets to be (Ex)" And yes, I know that (Ex) abilities explicitly can break the laws of physics, but I don't like the idea that I'm just so good at X, Y and Z that physics itself stops trying to resist me.
And how are you manipulating all that energy with no appreciable relevant technology, assuming I believe you?
Again, there is nothing inherently physics-breaking about something going boom. If someone mutters some gibberish and sacrifices some bat poop, and then an explosion happens for no good reason, yeah that's breaking the laws of physics.
Also, can we stop trying to cheat obviously-magical abilities out of the magic box? Kthanx.Last edited by Jormengand; 2014-09-01 at 05:02 PM.
-
2014-09-01, 04:59 PM (ISO 8601)
- Join Date
- Apr 2014
Re: T2+ Mundane Class: What would it take?
It is, if it's stated as such.
You're only proving that magic exists in the setting, not that it's compatible with physical laws. Magic explicitly ignores them.
Redefining physical laws to include magic contradicts the definition.
Creation creates, transmutation converts.
No idea about Bunnytail McKittens.
So Fighters surviving falls at terminal velocity are magical for you?
Your choice.Last edited by Seppo87; 2014-09-01 at 05:06 PM.
-
2014-09-01, 05:04 PM (ISO 8601)
- Join Date
- Dec 2013
-
2014-09-01, 05:08 PM (ISO 8601)
- Join Date
- Apr 2014
Re: T2+ Mundane Class: What would it take?
Last edited by Seppo87; 2014-09-01 at 05:14 PM.
-
2014-09-01, 05:09 PM (ISO 8601)
- Join Date
- Oct 2012
- Location
- In the Playground, duh.
-
2014-09-01, 05:14 PM (ISO 8601)
- Join Date
- Dec 2013
Re: T2+ Mundane Class: What would it take?
Creation:
noun
1.the act of producing or causing to exist; the act of creating; engendering.
2.the fact of being created.
3.something that is or has been created.
4.the Creation, the original bringing into existence of the universe by God.
5.the world; universe.
6.creatures collectively.
7.an original product of the mind, especially an imaginative artistic work:
the creations of a poetic genius.
I see no requirement that creation has to happen out of nothing...Last edited by Pan151; 2014-09-01 at 05:15 PM.
-
2014-09-01, 05:22 PM (ISO 8601)
- Join Date
- Apr 2014
Re: T2+ Mundane Class: What would it take?
If you caused it to exist, it didn't exist before.
the act of creating; engendering.
2.the fact of being created.
3.something that is or has been created
4.the Creation, the original bringing into existence of the universe by God.
5.the world; universe.
6.creatures collectively.
7.an original product of the mind, especially an imaginative artistic work:
the creations of a poetic genius.
I see no requirement that creation has to happen out of nothing...
Magic can be used to turn A into B, that's transmutation. Magic can also create things. It's a separate effect, under a different name, a name that incidentally corresponds to something labeled by physics as impossible.Last edited by Seppo87; 2014-09-01 at 05:22 PM.
-
2014-09-01, 05:26 PM (ISO 8601)
- Join Date
- Dec 2013
-
2014-09-01, 05:27 PM (ISO 8601)
- Join Date
- Apr 2014
-
2014-09-01, 05:28 PM (ISO 8601)
- Join Date
- Dec 2013
-
2014-09-01, 05:30 PM (ISO 8601)
- Join Date
- Apr 2014
Re: T2+ Mundane Class: What would it take?
-
2014-09-01, 05:36 PM (ISO 8601)
- Join Date
- Dec 2013
-
2014-09-01, 05:39 PM (ISO 8601)
- Join Date
- Jan 2006
- Location
Re: T2+ Mundane Class: What would it take?
Unsurprising for a thread that's gone on for 10 pages, but I think we've gotten off-topic in a way that diminishes the interest-value of the thread (certainly does to me). I'd like to suggest we attempt once again to focus on what the thread is asking: what is it that you have to be able to do to be T2 or T1, and is there a way to do it without resorting to "spellcaster," "psion," or similar "magic-user" classes?
Part of what makes non-casting classes so firmly restricted to T3 is the lack of versatility. You want to be a great warrior and are willing to use spells to do it, Mr. CoDzilla? You can change out what it is you're great at daily, and devote only a few of your large supply of resources to your main schtick. You want to do it via non-casting means, Mr. Warblade? You're doing okay, still, but you have to admit your maneuvers smell an awful lot like non-Vancian spellcasting to some people. You want it in the flavor of the do-it-all-day fighter? You have a very limited number of "slots" to fill with your tricks, and often those tricks are less than impressive per slot occupied.
Opening this up by increasing the utility of those slots, by giving better things to put in them, would help.
Approaching the versatility of the prepared caster is, sadly, not really ever an option. The Chameleon's floating feat is odd by itself; the notions that revolve around allowing Fighters to swap out their feat allotments on a regular (daily?) basis tend to feel unsatisfying, for some reason. Though even if that were accepted, we're still back to feats needing to do things at least as impressive as spells, if not directly mimic them.
The other source of primary power in the game is skills. We probably need a lot more extensive lists of what skills can accomplish, or ways to tweak them with or without feats (and certainly without spells) to make them a power source to rival the T1 or even T2 mastery provided by spellcasting.
-
2014-09-01, 05:40 PM (ISO 8601)
- Join Date
- Apr 2014
Re: T2+ Mundane Class: What would it take?
well I'm just applying Occam Razor. There is no reason to assume that Creation did something different from Creating.
-
2014-09-01, 05:43 PM (ISO 8601)
- Join Date
- Dec 2013
-
2014-09-01, 05:45 PM (ISO 8601)
- Join Date
- Dec 2013
-
2014-09-01, 05:50 PM (ISO 8601)
- Join Date
- Dec 2013
Re: T2+ Mundane Class: What would it take?
+1
Looks like nobody is even trying to stick to the original topic of discussion anymore, as evidenced by the fact that my last post was completely ignored in favor of arguing about physics and magic (which has relatively little to do with the OP discussion or anything I've attempted to introduce since)
The point is to see what it would take for someone who ISN'T a primary spellcaster to be a T2 or better. That's it, end of story. We've heard "EX-versions of gamebreakers" and seen some homebrew links that qualify. Other than that, it's been arguments about where the goal line is, thus my last post.
I've gotten the info I can out of it, time to try to use it.Avatar by Elder Tsofu
Originally Posted by Forrestfire
PsyBomb's Guides to the Akashic Mysteries (Now with all three classes!)
Fear Itself: the Dread
Extended Signature HERE
-
2014-09-01, 05:53 PM (ISO 8601)
- Join Date
- Dec 2009
- Gender
Re: T2+ Mundane Class: What would it take?
There is indeed gravity. You're just using this force to act against it, or as an exception to it. There are exceptions to things in our world too, after all, and it's not like we say that they're breaking physics every time. The theory doesn't encapsulate all of the things it needs to encapsulate, so you change the theory. In D&D world, the theory of gravity states that all things are pulled by this force, unless you use one of these spells.
I'm just going to stick to my definition of "If it breaks our rules of physics, it's magical, otherwise it gets to be (Ex)" And yes, I know that (Ex) abilities explicitly can break the laws of physics, but I don't like the idea that I'm just so good at X, Y and Z that physics itself stops trying to resist me.
Physical laws are the laws of our physical world. If magic is breaking those laws, then those weren't the physical laws to begin with. Not redefining physical laws to include magic contradicts the definition of physical laws.Last edited by eggynack; 2014-09-01 at 05:53 PM.
-
2014-09-01, 05:55 PM (ISO 8601)
- Join Date
- Apr 2014
Re: T2+ Mundane Class: What would it take?
I really appreciated your last post actually.
I said I didn't want to develop a digression about what's magic and what's not, but in the end I ended up replying anyway. It's partially my fault so I apologize for contributing to derail the thread.
This is not the place to talk about it. Wanna go on with PMs?Last edited by Seppo87; 2014-09-01 at 05:59 PM.
-
2014-09-01, 05:58 PM (ISO 8601)
- Join Date
- Oct 2012
- Location
- In the Playground, duh.
Re: T2+ Mundane Class: What would it take?
Well, let's have a look.
Tier 1: Capable of doing absolutely everything, often better than classes that specialize in that thing. Often capable of solving encounters with a single mechanical ability and little thought from the player. Has world changing powers at high levels. These guys, if played with skill, can easily break a campaign and can be very hard to challenge without extreme DM fiat or plenty of house rules, especially if Tier 3s and below are in the party.
Tier 2: Has as much raw power as the Tier 1 classes, but can't pull off nearly as many tricks, and while the class itself is capable of anything, no one build can actually do nearly as much as the Tier 1 classes. Still potentially campaign smashers by using the right abilities, but at the same time are more predictable and can't always have the right tool for the job. If the Tier 1 classes are countries with 10,000 nuclear weapons in their arsenal, these guys are countries with 10 nukes. Still dangerous and easily world shattering, but not in quite so many ways. Note that the Tier 2 classes are often less flexible than Tier 3 classes... it's just that their incredible potential power overwhelms their lack in flexibility.
Right, so we need a few different "I win" buttons, near enough.
JaronK presents these challenges to showcase the power and versatility of each tier:
Situation 1: A Black Dragon has been plaguing an area, and he lives in a trap filled cave. Deal with him.
Situation 2: You have been tasked by a nearby country with making contact with the leader of the underground slave resistance of an evil tyranical city state, and get him to trust you.
Situation 3: A huge army of Orcs is approaching the city, and should be here in a week or so. Help the city prepare for war.
Tier 2: The Sorcerer. Situation 1: It really depends on the Sorcerer's spell load out. If he's got Greater Floating Disk, Spectral Hand, and Shivering Touch, this one's going to be easy as pie, since he can just float down (and carry his party in the process) to avoid many traps, then nail the dragon in one shot from a distance. If he doesn't he'd need scrolls with the same issues that the UMD Rogue and Beguiler would need. If he's got Explosive Runes he could create a bomb that would take out the Dragon in one shot. If he's got Polymorph he could turn the party melee into a Hydra for extra damage. If he's got Alter Self he could turn himself into a Skulk to get down there sneakily. Certainly, it's possible that the Sorcerer could own this scenario... if he has the right spells known. That's always the hard part for a Sorcerer. Situation 2: Again, depends on the spell. Does he have divinations that will help him know who's part of the resistance and who's actually an evil spy for the Tyranical Govenerment? Does he have charm? Alter Self would help a ton here too for disguise purposes if he has it. Once again, the options exist that could totally make this easy, but he might not have those options. Runestaffs would help a bit, but not that much. Scrolls would help too, but that requires access to them and good long term preparation. Situation 3: Again, does he have Wall of Iron or Wall of Stone to make fortifications? Does he have Wall of Fire to disrupt the battlefield? How about Mind Rape and Love's Pain to kill off the enemy commanders without any ability to stop him? Does he have Blinding Glory on his spell list, or Shapechange, or Gate? Well, maybe. He's got the power, but if his spells known don't apply here he can't do much. So, maybe he dominates this one, maybe not.
Well, that's a lot of different I Win buttons that the sorcerer miiight have. Well, what if we take out my personal answer to this challenge?
Situation 1: The traps should be no problem, given that I give myself a bonus to tons of skills, and from tenth level I can start taking 10. Or, you know, I could just fly over them on a giant eagle. Or keep on sending bears into the cave to set off all the traps. Or just heal myself/the bear/the eagle every time a trap goes off. Whatever works.
Actually fighting the dragon should be easy enough, seeing as I can rage, ignore half his spells, and get stoopidhuge bonuses to everything.
Situation 2: Take knowledge checks to know who's part of the resistance, and Enchanting Voice, or just diplomacy, to make everyone love me.
Situation 3: I can't help much with preparing, in all fairness, although I can set a metric boopton of traps and turn everyone fanatical, or go around assassinating people. When I get into combat, though, I can stop anyone attacking people in my reach, so just have all the casters in a block around me. Also, all allies in 60 feet are suddenly really OP - say I'm sixth level, that still means an entire block of archers gets +3 to attack rolls, +4 to AC and +12 to damage rolls. From eighth level, I can daze all my enemies every round. Oh, yeah, and I'm shutting down all the nearby enemy casters, too. Of course, if I'm high enough level, I can just herohammer it up and charge into combat alone, because no spell can affect me without my say-so, and I can deflect any attack if my attack roll is better (and with a +10 bonus, it almost certainly is).
Well, that's a lot of stuff that could easily be encounter-deciding. Not because of ultimate arcane power, but because of legitimate skill, hardiness, inspiration and a little help from my friends.
No, it's because you're taking things which are obviously magic (like spells, for god's sake) and using pseudo-science to justify them not being spells.
I'm going from the design principles I set down here, and assuming that anything that involves subatomic manipulation on a level that modern technology can't even hope to rival, using energy from out of no-where, is magic, to stop people trying to cheat spells out of the definition of magic, and that by the laws of reality I'm talking about the laws of our reality, because there's nothing to suggest that our universe and the Prime Material have significantly different physics, given that the latter is pretty much based on the former.
Given that I'm the only one who has actually even tried to come up with an answer even vaguely in the spirit of "Mundane," and all, I feel kinda justified. If you can find a way that spells can kinda-sorta cheat their way out if you ignore most of science, then don't bother.
Yes, but you know exactly what I actually mean. If you like, all the laws of physics have a caveat on them saying "Except when magic."
-
2014-09-01, 06:00 PM (ISO 8601)
- Join Date
- Dec 2009
- Gender
Re: T2+ Mundane Class: What would it take?
Sounds about right, though probably more rigorous than that if we're actually being D&D physicists. It just doesn't make much sense to me that, if someone were to toss out a fireball in our world, and it were totally confirmed, then physicists would say, "Oh no, physics was ignored." Instead, they would likely say, "Cool, a new branch of physics."
-
2014-09-01, 06:05 PM (ISO 8601)
- Join Date
- Dec 2013
Re: T2+ Mundane Class: What would it take?
Last edited by Pan151; 2014-09-01 at 06:07 PM.