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       #Post#: 1264--------------------------------------------------
       Some slight magic suggestions
       By: whitepaws Date: September 25, 2017, 7:19 am
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       Standardizing Wall Spell Duration
       Exactly what it says on the box. There is a whole host of spell
       duration for all of the wall spells from 1 hour to 1 day. The
       majority of the wall spells seem to be 2 hours in duration but 1
       hour would also be a good place to standardize at.
       Adjustment to Command Spells
       Trance (Path of Sound), Command (Path of Charms), Control (Path
       of Mind), all have command spells with rules that I know for
       awhile have been loopholed. The spell specifically makes it
       clear that it is one command per casting but quite often spell
       casters will use the command "Follow all of my commands to the
       best of your ability" and since it has a duration they are
       compelled to do so for an hour. Sometimes plot has disallowed
       using the spell in such manner but that also has depended on who
       was running the scene at the time.
       I happen to have two ideas as to how to change the spells in
       question:
       1. Make it that you can't cast to follow more than one task (I
       like the wording in Command Undead where it specifically says
       the caster can issue only one command or something along those
       lines) and to end the 1 hour duration and make it last until
       they are dead or the task is completed. (Changeling the spell
       from 1 hour to indefinite)
       2. Keep the 1 hour duration and make it that the target follows
       all commands that aren't self-destructive within the hour
       window.
       Path of Warding to High Magic
       I guess I wanted to just put this one on the table for
       discussion and if it happens or not this Errata whatever but at
       least some talking has started on it. I have heard it talked
       about by others in game and personally I agree with it. Warding
       has always felt more like a High Magic to me and it would allow
       for the creation of more recipes for it, in addition to the
       current spells being made into recipes, that will allow for
       Warding to be more dynamic which is more in line with what I
       think it should be instead of a static path of magic.
       The other suggestions I would make is that all of the effects
       that are more spell like in nature should be moved to other
       paths. Armor and Greater, Magic Armor, Magic Shield, and
       Suppress Enchantments Armor should probably be moved to Arcane.
       Edit:
       Suggestions from Aaron:
       1. Swapping Evaporate with Quench Flame as they are set to
       effect each other I believe it would make sense.
       2. Swapping shields to match the respective elements such as
       Water vs. Fire and Wind vs. Earth.
       3. Allowing the Opposite elements paths to effect their Form
       spells. Fire spells effect water form, Earth spells effect
       Gaseous Form, I would say the same for Stoneskin except all
       spells effect it.
       4. Exorcism should do damage to Spirit Form similar to the other
       spells of 50 Damage
       #Post#: 1266--------------------------------------------------
       Re: Some slight magic suggestions
       By: iikepie13 Date: September 27, 2017, 2:08 am
       ---------------------------------------------------------
       I think the walls are different because of the effects they
       have. It seems that if the wall does damage its 2 hours. If it
       doesn't then its a day. Except Helios which is an hour for some
       reason.
       I've always thought the "Follow all my commands" was a cheat.
       That makes Enthrall not as potent. So I would just disallow its
       use and call it a miscant.
       I agree with Warding. I think it should be either a magic skill
       or a high magic. Maybe both like enchanting, where we have a low
       magic and a high magic version. Then move the spells to either
       arcane or charms. Or split it.
       #Post#: 1268--------------------------------------------------
       Re: Some slight magic suggestions
       By: togapika Date: September 27, 2017, 9:41 am
       ---------------------------------------------------------
       I agree that any command level spell should be 1 command
       regardless of how you try and word it
       #Post#: 1270--------------------------------------------------
       Re: Some slight magic suggestions
       By: MatthewBridges Date: September 27, 2017, 9:49 am
       ---------------------------------------------------------
       Wall spell duration:  Agree’d to standardize.   However the
       spells that do not do damage currently last longer.  Damaging
       spells should remain shorter.  I like 1 hour for non
       damage(matter) and just effect walls, 10 min for damaging
       walls(fire, thorns etc.)
       Command:  Agreed with Idea.  However until task completion could
       be a shady thing.  “walk across the continent.”  Being a good
       example.   I prefer the “follows only 1 command.”
       Warding:  Id like to see a discussion, but agree with the idea
       mostly.
       #Post#: 1273--------------------------------------------------
       Re: Some slight magic suggestions
       By: Lothar6669 Date: September 27, 2017, 9:58 am
       ---------------------------------------------------------
       Wall spell duration- Standardize is good. But making them too
       short would be a large nerf to them so its something to keep in
       mind.
       Command spell - Agree that it should be switched to a
       non-abusive way to where it is only one command and one task
       that gets done within an hour limit.
       Path of warding- This one I have mixed feelings on. Its so
       diverse it can almost be useless minus the persistent buffs
       because it can slow down the game. A high magic would be the
       easiest way to just be rid of it. Turning it into a magic skill
       kinda bothers me because that means just another Cp dump, but it
       also makes sense there. I feel it should be moved somewhere
       else, or reworked.
       #Post#: 1288--------------------------------------------------
       Re: Some slight magic suggestions
       By: whitepaws Date: September 27, 2017, 5:40 pm
       ---------------------------------------------------------
       [quote=iikepie13]I've always thought the "Follow all my
       commands" was a cheat. That makes Enthrall not as potent. So I
       would just disallow its use and call it a miscant.
       I agree with Warding. I think it should be either a magic skill
       or a high magic. Maybe both like enchanting, where we have a low
       magic and a high magic version. Then move the spells to either
       arcane or charms. Or split it.[/quote]
       The reason it would be better in the book is because it depends
       on the person making the rules call. I have seen in called both
       ways. Maybe not so much recently but I think it would be better
       if it was in the book and made it clear how the spell operated.
       As for the magic skill idea while it does seem like a nice idea
       I would tend to lean away from it. I like the idea of having it
       as a research based high magic much like enchantment that
       balances things based on research time and requires an
       investment (research lab) that keeps in balanced quite nicely
       without needing a CP cost.
       #Post#: 1290--------------------------------------------------
       Re: Some slight magic suggestions
       By: aaronsfrench Date: September 27, 2017, 7:30 pm
       ---------------------------------------------------------
       I am going to add a few more magic based suggestions to this
       post:
       1. Swapping Evaporate with Quench Flame as they are set to
       effect each other I believe it would make sense.
       2. Swapping shields to match the respective elements such as
       Water vs. Fire and Wind vs. Earth.
       3. Allowing the Opposite elements paths to effect their Form
       spells. Fire spells effect water form, Earth spells effect
       Gaseous Form, I would say the same for Stoneskin except all
       spells effect it.
       4. Exorcism should do damage to Spirit Form similar to the other
       spells of 50 Damage
       Just things I think would make sense.
       #Post#: 1293--------------------------------------------------
       Re: Some slight magic suggestions
       By: whitepaws Date: September 27, 2017, 8:37 pm
       ---------------------------------------------------------
       [quote author=aaronsfrench link=topic=252.msg1290#msg1290
       date=1506558659]
       I am going to add a few more magic based suggestions to this
       post:
       1. Swapping Evaporate with Quench Flame as they are set to
       effect each other I believe it would make sense.
       2. Swapping shields to match the respective elements such as
       Water vs. Fire and Wind vs. Earth.
       3. Allowing the Opposite elements paths to effect their Form
       spells. Fire spells effect water form, Earth spells effect
       Gaseous Form, I would say the same for Stoneskin except all
       spells effect it.
       4. Exorcism should do damage to Spirit Form similar to the other
       spells of 50 Damage
       Just things I think would make sense.
       [/quote]
       Those all sound like pretty good ideas to me.
       #Post#: 1357--------------------------------------------------
       Re: Some slight magic suggestions
       By: ZachC Date: September 30, 2017, 1:56 am
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       For the lower level command spells I would specify that the
       target "will follow the first command given to them by the
       caster but is not required to follow any further commands, even
       if the first command is to do so."  Its a little wordy, but I
       think it is probably specific enough.
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