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#Post#: 402--------------------------------------------------
Path of Nature Suggestion
By: whitepaws Date: April 1, 2015, 6:54 pm
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Considering the current worth of Invisibility in Path of Charms
I've never understood Conceal being 14th level spell especially
compared to the CP cost for its racial skill brother Natural
Conceal (same effect different means of doing it).
The proposal I'd like to toss out here is moving Conceal down to
a 4th level spell like Invisibility and Italicize it. Next the
creation of a new 14th level spell to replace it:
Tree Walk Instant 14 Mana
By the Forces of Nature I Tree Walk.
This spell will allow the caster to transport them from one tree
to another tree of the same type. The caster must be familiar
with the tree that they are traveling to as well as where
exactly they are going. If the tree they are familiar with is
destroyed this spell automatically fails with the mana spent.
#Post#: 420--------------------------------------------------
Re: Path of Nature Suggestion
By: Zaud Date: April 2, 2015, 3:15 pm
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Teleportation of any Kind should be avoided. It is 'nice' to
have, but also makes a number of plots impossible and quickly
leads to breaking a system.
If 'tree step' is turned into less of a directed spell and more
of a means of fair escape, it may be double, perhaps 'random'
tree away from fight. Still makes it useful as a get away, but
not as a means of 'Telefragging' someone.
Once again I do understand the desire to bring in 'Table Top'
game spells/effects, but caution against porting them over
without thinking of the full ramifications for doing so.
#Post#: 430--------------------------------------------------
Re: Path of Nature Suggestion
By: whitepaws Date: April 2, 2015, 7:43 pm
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I fail to see how this form of teleportation is game breaking.
It is basicly a fair escape for 14 mana which is wildly more
expensive than any of the form spells that allow mages to slip
out the back door.
I don't see why it needs to be a random tree it is a one way
exit you can't return to the fight. The spell clearly states to
transport to a tree it not only has to be that same tree but you
have to be attuned and familiar with the area. Familiar in magic
terms always being not "I know where Wilson Park is." but "I
know where Wilson park is their is a castle on the Northeast
corner and the baseball fields have sand dirt infeild and are on
the East side of the park. Skull Creek runs through it...etc
etc." You have to be able to invision the place from rote
memory. It's not something a person is going to be able to do in
the middle of combat in order to teleport back in.
The only way you could possibly "telefrag" someone with this
spell is if you set up the tree you can teleport to as one near
your house and you hear someone is raiding your place so you
teleport in and attack the people trying to rob you. That even
is assuming a tree of the same type is nearby. The cost is 14
mana which to your average mage means they just shot 1/5 of
their mana pool to GTFO and prey that someone didn't chop down
the tree they attuned to or this just tossed 14 mana out the
window.
I understand that spells can be unbalancing if not added in the
right way but I'm not seeing how this spell can be used to hop
around and attack people in a troll mage kind of way. There are
just too many restrictions and the cost is high to pull
something like that off.
#Post#: 433--------------------------------------------------
Re: Path of Nature Suggestion
By: iikepie13 Date: April 2, 2015, 7:54 pm
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I don't see why you have to be attune to the tree. Your a hippy
and you know what trees are what. The spell shouldn't destroy
the tree either. Not a very hippy thing to do. Just make it like
flee and if you want to return to combat you have to wait 3
minutes real time before you can return.
#Post#: 434--------------------------------------------------
Re: Path of Nature Suggestion
By: whitepaws Date: April 2, 2015, 7:57 pm
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The spell doesn't destroy the tree. What it says is that if the
tree they are attuned to IS destroyed then they have spent 14
mana for nothing as they have no tree they are attuned to so the
spell fails.
The attunement is more to make things less complicated for plot.
There is no hopping around between trees in combat it is simply
a fair escape for the mage nothing else.
#Post#: 435--------------------------------------------------
Re: Path of Nature Suggestion
By: iikepie13 Date: April 2, 2015, 8:02 pm
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OK I read that wrong. Sorry. But still its magic, it should
kinda just work. But I think other than that it should be fine.
#Post#: 436--------------------------------------------------
Re: Path of Nature Suggestion
By: rich423 Date: April 3, 2015, 6:52 am
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I agree with your thoughts on invisibility being fairly
unbalanced for the mana cost but that is in another thread, as
far as the tree walk spell goes, I agree that spells must be
carefully added ESPECIALLY teleport spells. That being said this
seems fairly benign to me. (Id be interested to see if any other
paths have any fast travel and if that is a can of worms that we
want to open.)
I do have a couple questions on the minutia of how this spell
would be handled. Does it have a max distance on it, IE can
you use it to travel between planes? Can you travel to the other
side of the world etc. How is it marked for plot to know which
tree you are familiar with? Does this tree change depending on
where we physically play, is it only " in game" meaning it cant
be interacted with. IE pcs cant "see" where you are going. Can
the caster bring their gear? Any other individuals etc. or
is/are it/they left? Is there a process or a ritual that you
have to go through on the tree? What exactly does the same type
mean? Pine to pine oak to oak, alive to alive tall to tall etc.
Could the caster bring a tree that was of the same type with
them? IE a sapling in their pocket and always be able to do this
or does the tree have to be growing in nature?
These things may seem nit-picky but details in spell
descriptions can often spell the difference in stopping and
asking how something works, and reading their descriptions, and
making it up on the fly. There will always be questions but
these are things that usually come up with teleport of any
fashion, also vague descriptions are more easily manipulated
than less vague
I would like it to see be the mage only, ( he or she goes with
their gear) and they can only do it every x hours( lets say
every 8/ once a session) thus retaining some element of risk
for the mage for at least some encounters so they can't always "
well I can go on that mission because hey if things get bad I
always have this get out of jail free card. " As the only/ one
of the only fast travel spell it will still be quite strong.
#Post#: 439--------------------------------------------------
Re: Path of Nature Suggestion
By: ZachC Date: April 3, 2015, 7:44 am
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I would be okay with this spell if instead of being a teleport
it was a gate. Make it open a portal in a tree that links to a
portal in another tree up to 5 miles away or something and keep
it active for longer than rift or something.
#Post#: 453--------------------------------------------------
Re: Path of Nature Suggestion
By: iikepie13 Date: April 3, 2015, 1:25 pm
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Man Zach, you sure do have a hard on for gates.
#Post#: 468--------------------------------------------------
Re: Path of Nature Suggestion
By: Zaud Date: April 3, 2015, 5:38 pm
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If I can not convince people at the fool hardy nature of
allowing easy teleport, I would suggest that the tree must
handle the size of the person. Basically if person can stand
behind it and not be seen it is big enough. Limited Massive
would need to hold thier elbows out for 'size' and full massive
stretch arms out.
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