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2018-04-25, 01:11 AM (ISO 8601)
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- Nov 2015
Re: (Spheres of Power) Trickster's Handbook Open Beta
The Gm was not all that annoyed he just broght up the concerns that a 1st levels character could sell his services to cities to build large walls around them for large amounts of gold. In the campaign we are in now this is not a big deal since their is no magic items.
So Creation, forge, nature, forge earth, expanded materials... what does this character do IN combat? (please tell me you role play him as a pacifist, coward or benevolent dictator of subterranean rodents, it will really make my day)
The things in the spoiler are a bit off topic so, but since you asked about the character "personality" and you like the trap plays. Hey maybe it will give you an idea of something to do for a clever and patient character.
Spoiler: Character uniqueness and Trap storyThe character does have a bunch more talents due to his race"s". Since the group uses a 3rd party book which makes Planar touch races as templates instead. During character creation you roll a d20 on a nat 20 yo may have one. Then you roll again, the group is generally fine with this. Mark my characters background I got a template free and rolled a 20 during building so i technically have three races and we have a thing about needing to replace spell like abilities on races. One gives me 2 extra nature talents (houri, and yes the character is one of the only male houri), tiefling grants me a destruction talent and Djinni-kin (from the book) grants me creation.
The character is as pacifist as a world with monsters can be. Thats largely because we outright removed alignment and goblins or red dragons could be nice folks. Then again when the young green dragon (cr 8 one) was threatening to eat my bones after killing my conjuration I used Forge Earth to trap me inside its lair and it outside while I set some traps.
The first was a pressureized section due to Forge earth trapping a 10' by 10' by 5' air in between two spots (2' between the first and second forge earths, I used sustenance to fill the space with flour and had a Unseen Servant spread the flour in the air. With a command to use flint and steel to set it off. It did like 4D6 damage.
Next trap used Wondrous Wardrobe to anchor a 10' stone cube with the trigger when dragon passes here fall. Tons of spider silk scarves to hold while waiting. In the moment it was based on the crushing stone trap which does like 16D6 damage. Thats whats in my mole hill now a bunch of stone drop traps.Last edited by Saffron-sama; 2018-04-25 at 02:11 AM.
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2018-04-25, 02:01 AM (ISO 8601)
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- Jan 2012
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Re: (Spheres of Power) Trickster's Handbook Open Beta
My issue isn't with trying to make it useful. It's that as is you can basically do any instantaneous effect out of combat for free. It's arguably still too strong, although my personal balance point says that it was honestly probably fine initially (before even the ability to use it for effects with hour durations was removed) because in general Spheres is really bad for buffing.
If you see me talking about Shaper Psions, assume that anything not poison immune within 100 feet will be dead.
My Homebrew Signature such as it is.
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2018-04-25, 04:11 AM (ISO 8601)
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- Apr 2016
Re: (Spheres of Power) Trickster's Handbook Open Beta
... Are you me?
Otherwise, I am glad your GM is cool with it. I am not pretending it is a non-issue or passing the buck for it to be handled at the table but generally speaking in a world where people like your character exist it is almost absurd to assume that your talents are unique. You can't possibly be the only "construction mage" and given your level you are likely no where near the best one either. Just like any other job or skill that becomes redundant in an economy pouted by magic or burgeoning technology a character wanting to build walls for a large city would hilariously probably end up dealing with a bunch of senseless bureaucracy and being forced to join a union as a severely underpaid apprentice construction mage because he can only move dirt very slowly.
This is a premise, prompt or opportunity for a unique tale. It makes me sad sometimes to know that people don't embrace these sorts of weird (and largely harmless) things as inspiration and instead view them as unfounded threats in need of repair. Again, kudos to you, kudos to your GM and all hail the mole king!...and that is when the GM tore up several pages of dead monster stats, because of a single use of a 1st level spell.
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2018-04-25, 04:36 AM (ISO 8601)
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- Dec 2013
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Re: (Spheres of Power) Trickster's Handbook Open Beta
you know mudra is perfect hybrid drawback for both spheres of power and spheres of might since the whole must perform special taolu to cast spell how about also give back martial focus to since the fluff of the drawback perfectly suits it.
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2018-04-25, 01:32 PM (ISO 8601)
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- Apr 2016
Re: (Spheres of Power) Trickster's Handbook Open Beta
That is a good point, i don't THINK it will break anything and is more than fitting for what mudra is meant to be and exactly who it is supposed to be for. That should be added in one way or another in a few days.
Ever since this conversation about making money off infinite use abilities an old idea has resurfaced and been rolling around in my head. It seems that there is at least an implication that it is wanted if not needed. So, I will focus test for interest here it here with the expectation that someone within the forum hivemind will simply tell me that someone somewhere has already covered this.
There are plenty of settings where magic (or at least low magic) is ubiquitous. Many modern concepts are replicated in a dark age/Renaissance/industrial revolution setting with magic. In such settings you cant swing a dead caster without hitting 7 other people with at least cantrips. For a few examples that evoke this world concept: Avatar (the cartoon not the CG movie), Full Metal Alchemist, Almost any Piers Anthony Novel, Almost any anime with some combination of magic + school/war/technology/cooking/sports/craftsmanship, and even Harry Potter.
So here is the pitch at least 2 New sub-skills: Profession (Service Mage) and Perform (Illusions). Synergy between Illusion and perform has already been requested more than once. The issues brought up by Saffron-Sama and my response minimizing the problem to that of a "magical construction worker" are addressed by a Profession (Service Mage) skill check.
You can definitely make money off of magic but if it is that easy to do the payment for "spellcasting services" is disproportionate (it also occurred to me that this is potentially a problem with all spheres of power that are infinite use anyways). Profession is about the quality of your work and attention to detail while performing repetitive tasks even if that repetitive task is bending or breaking the laws of nature with pure will.
Perform (Illusions) is obvious in its intent.
If these are even remotely desired by anyone other than me and not well covered elsewhere, I will add them (likely with feat/talent support). It furthers my general idea of magic as a "tool" and have already touched on these ideas in different less abstracted ways with some of my illusion talents.
At least one idea for every sphere imagined as a mundane "job" (made as meaningless and dead-end as possible for comedic effect):
Illusionists as cinema projectors or serving as a telegraph/radio/phone network operators
Divination/fate is basically the entire stock market
Divination training is required for every detective on the police force
Conjured creatures and familiars run the postal service
Destruction mages reduced to heat and A/C technicians
Destruction mages serving as army reserve enlisted Artillarymen or Gunners mate in the royal navy
Creation mages doing factory line assembly or construction
Nature mages handle farming or professional lawn care
Telekinetic teamsters and mass transit or as elevator attendants
Protection mages obviously run the Occupational Safety and Health Organization
Warp mages handling parcels/pizza/paper delivery
Death sphere used by morticians and funerary services
War mages run the military officers or are weekend shift supervisors at the local chain restaurant
Life sphere nurses and trauma surgeons
Mind sphere therapists and social workers
Life casters being the entire medical and pharma complex
Life sphere as a job site first aid trainer or school nurse
Alteration specialists doing field biology research
Alteration casters shrinking themselves or others down to do micro fabrication and repair
Fate sphere professional gamblers, fortune tellers
Fate sphere public defenders, court bailiffs or any sort of rules oriented soulless bureaucrats.
Enhancement sphere personal trainers or high school gym teachers
Light sphere mages as lamp lighters
Weather sphere mages handling overseas transport with wind power
Weather magic used for agricultural purposes
Dark sphere information security and privacy specialists or as a living sun shade/parasol for self important nobility.
Prestidigitation/cantrips feat for: waitstaff, sanitation engineers, bar tenders, criers/intersection advertisers, lawn care management, dry cleaners, bathroom attendants or refrigerated storage.Last edited by Dys Dogeater; 2018-04-25 at 01:34 PM.
...and that is when the GM tore up several pages of dead monster stats, because of a single use of a 1st level spell.
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2018-04-25, 02:22 PM (ISO 8601)
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2018-04-25, 03:07 PM (ISO 8601)
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- Mar 2008
Re: (Spheres of Power) Trickster's Handbook Open Beta
The problem with writing up a new category for the Perform skill is that classes like Bard would also deserve to have corresponding options when it comes to it (mainly when it comes to versatile performance). Also, I don't think I would call the category (illusions), but rather instead be called (stage magic). I would then perhaps have versatile performance be tied to Use Magic Device (who knew that the wand's verbal activation was hokus pokus or abra kadabra?).
Profession as far as I can tell have no such class feature and thus are not so limited in such regard (I have no problem with people creating new categories for the Profession skill).
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2018-04-25, 03:08 PM (ISO 8601)
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- Apr 2016
Re: (Spheres of Power) Trickster's Handbook Open Beta
Is that a vote for or against?
Also I had to look that up and I am happy to know that I am not the only one who has contemplated the implications of magic being around from the dawn of time and how that would render society completely alien to anything we know or understand....and that is when the GM tore up several pages of dead monster stats, because of a single use of a 1st level spell.
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2018-04-25, 03:18 PM (ISO 8601)
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- Mar 2012
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2018-04-25, 04:42 PM (ISO 8601)
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- Nov 2016
Re: (Spheres of Power) Trickster's Handbook Open Beta
It's not exactly a new or unique idea, but more importantly I'm not really sure how it all fits in the illusion handbook (as it's more of a general topic). It's already quite large and has some non-illusion stuff in it as it is, adding a whole sort of worldbuilding section seems over the top. Don't go trying to do too much and feature creep and bloat the book, stay focused and refine what you already have to make it as good as it can be.
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2018-04-25, 05:01 PM (ISO 8601)
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- Mar 2008
Re: (Spheres of Power) Trickster's Handbook Open Beta
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2018-04-25, 10:57 PM (ISO 8601)
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- Apr 2016
Re: (Spheres of Power) Trickster's Handbook Open Beta
Good point. Going down my own weird rabbit holes is enough, no need to take others down with me.
...and that is when the GM tore up several pages of dead monster stats, because of a single use of a 1st level spell.
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2018-04-26, 04:36 AM (ISO 8601)
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- Dec 2013
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Re: (Spheres of Power) Trickster's Handbook Open Beta
nope but thats how you start to build tipptyverse by making magic so common that once in a blue moon non magic guy basicly screwed. tippty verse in your style uses warp to pair the cities and use all the other spheres to automatize the every need of the magical city until you can reilably pull 20th level camping in just the same city. like nature and weather sphere to keep city fed.
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2018-04-26, 10:17 AM (ISO 8601)
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- Jan 2015
Re: (Spheres of Power) Trickster's Handbook Open Beta
Avatar made by Mehangel - "Neigh?"
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2018-04-26, 08:21 PM (ISO 8601)
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- Apr 2016
Re: (Spheres of Power) Trickster's Handbook Open Beta
So some of the questions/concerns I am getting on the document are along the lines of why is this in an illusion handbook? I figured while I was answering that I would take the opportunity to expound upon some of my goals in this project as well as my personal and design philosophy. So wall of text incoming, you have been warned. (also, I'm sorry)
Most of the things you find and wonder if they belong are usually there for one or more of the following reasons:
1)It is part of something else more specifically related to illusion. Generally this is a result of something that was part of a larger package with an overall theme of illusion that was broken down into smaller parts to allow it to be applied in other ways or be built off by later work. I like options more than I like packages and that is why I have more feats and talents than the other books but less archetypes. If at all possible I will break things down to the smallest constituent parts.
2)It is a expanding or clarifying what I think illusion can or should be.
3)It is something I think illusion should not be. Traditionally, however it is and because of that alone still deserves options, attention or expansion. Some of the customarily illusion spells do not mesh well with (what I hope are) improvements to consistency. Still, I feel it would be a disservice in not expanding much loved staples. Conversely it would also be a disservice to go tampering too much with the classics to make them fit within the bigger picture.
4)It is in the spirit of illusion in that it is a very versatile but lower powered concept that tests player skill and in the moment problem solving more than brute force or character building. These things still apply to and can be used with illusions, (generally with great synergy) but also have far broader applications.
Those things said "why?" and "should it be?" are different questions and I am as always grateful for your help in determining the latter.
With regard to that, play tester Paul Fossgreen brings up a very legitimate concern when he stated:
"... it modifies a sense" seems like a huge stretch to justify illusion getting even more toys. I get how illusion can affect a sense so you perceive less (Silence/Invisibility) or make you perceive more than what is there (classic illusionary wall), but this is making your sense better at what it already does instead of altering what input it gets in the first place...
The difference between "stretching" to justify and "expanding" an idea is always a hard call based largely on personal opinion and i would like to hear all of your opinions about where the limit is but more importantly where it should be.
A few personal opinions on illusion:
I feel that if it has anything to do with the empirical, sensation or observation there is a place for it in illusion.
Given, "anything to do with the empirical, sensation or observation" covers a lot and admittedly has a great deal of overlap with many if not all other spheres. My feeling on Illusion is and always has been a multi tool that lets you fake your way through or half-ass anything/everything if you are clever enough to figure out how to apply it.
Illusion to even remotely function in the variety of ways it needs to must also very high fluff and presumptive in implementation. Unfortunately it is also often presumptive in (lack of) mechanical representation.Spoiler: I am trying to fix or at least minimize SOME of this problemFor examples of things frequently assumed and have no existing comprehensive guidelines for look at the "Purpose Driven Figments" suggestion in the illusionist guide.
The full version is too much for here, I litterally have a 6 page long document just for:
A rambling diatribe about a significant percentage of all illusions being just RaI fluff (incredibly lite on the "R")
Things that shouldn't be illusions but are.
Things that should be illusions but aren't.
Assumptions that must be made for illusions to work.
All the assumptions that I (and I think most people) make without realizing.
I know that using fluff to justify something is a weak position, but also really all I have to work with in most cases regarding illusion.
Illusions definitely can create, conceal, distort and alter sensations. Most would agree that this is fair game.
But can they...
Spoiler: Move a sensation to a different location?Yes. Ventriloquism, Shifted Steps, Displacement, Misdirection.
Spoiler: Multiply, amplify or copy a sensation?Yes. Mirror Image, Clarion Call, Greater Magic Aura, Project Image.
Spoiler: Use one sensation to affect another?Yes. Color Spray, Wall of Nausea, Phantasmal Killer, Lunar Veil, Illusory Poison
Spoiler: Confuse the boundary between two sensations of the same type?Yes. Blend, Blur
Spoiler: Change one type of sensation into a different type?Yes (by way of trigger). Magic Mouth, Programed Image
There is definitely a stretch here but I don't think it is "huge". That stretch (or expansion) is ultimately:
1) None of the cited spells that move sensations bring them closer only away from something.
2) None of the cited spells that multiply/amplify a sensation except Project Image do so in a "directed" or "targeted" way.
But back to the more specific concern: do you feel "reverse/inverted ventriloquism/shifted steps/clarion call/project image" is not within the powers of illusion? Why not? If it is within the powers of illusion what (if any) mechanical benefit would that grant?
Amplify senses is my answer to those questions.
As far as synesthesia that is strangely enough, nothing new. Just more sensible rules for a clever application (or munchkin) use of magic mouth/programed image that alerted you to things even though you personally have no actual way of being aware of them... because magic.Last edited by Dys Dogeater; 2018-04-26 at 08:50 PM.
...and that is when the GM tore up several pages of dead monster stats, because of a single use of a 1st level spell.
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2018-04-27, 12:37 AM (ISO 8601)
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2018-04-27, 10:58 AM (ISO 8601)
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- Apr 2016
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2018-05-03, 07:35 AM (ISO 8601)
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- Jan 2012
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Re: (Spheres of Power) Trickster's Handbook Open Beta
Hmmmmmmmm...
Is there any way to word Mudra that would enable using it with things like Mystic Combats? There's probably other combat class features that would also fit.If you see me talking about Shaper Psions, assume that anything not poison immune within 100 feet will be dead.
My Homebrew Signature such as it is.
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2018-05-08, 10:22 PM (ISO 8601)
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- Apr 2016
Re: (Spheres of Power) Trickster's Handbook Open Beta
I am uncharacteristically busy as of late but slowly and surely making adjustments to things and going to apply them all at once.
Mudra seems to be a major sticking point and the criticism is fair so I am in the process of making changes to it already. I think the new version I am working on would have better synergy with mystic combat as well as anything and everything that runs on SP while being more thematically relevant. I have to accept that this requires removing the infinite use part (I know that infinite use was the best part but even I have to recognize that a cool idea is no excuse to skirt balance).
Is there anything specific you had in mind that you would like me to take into account while I prep for the rework?...and that is when the GM tore up several pages of dead monster stats, because of a single use of a 1st level spell.