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DIR Return to: 2015 Errata Discussion
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#Post#: 475--------------------------------------------------
Re: Path of Nature Suggestion
By: whitepaws Date: April 4, 2015, 10:39 am
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[quote=rich423](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.)[/quote]
I know Path of Helios might have a gate spell. I don't know of
any others that do.
[quote=rich423]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.[/quote]
I had not intended on there being a max distance though if one
feels one should be added knock yourself out. Personally I don't
think there should be one most players would want to pick
something relatively close lest they set out of game for a long
period of time. I don't see plane jumping with this power
possible. The umbra has spirits so jumping for a tree to a tree
spirit wouldn't work. The elemental plane wouldn't really have
any trees would it? I think that would be on plot at that point.
I think it would be limited to anything on this plane of
existence. You could travel to the other side of the world so
long as point A and point B have the same tree, but again why
would you do that?
[quote=rich423]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.[/quote]
You would have to set down with plot to set up the tree and area
you are familiar with so that they are aware of the area you
would be traveling to. The tree doesn't change depending on
location unless you attune to a new tree which would be handled
by plot so they know where you are going. Since it isn't a gate
there would be no way for a PC to see where you are going and I
think it would depend on where we were playing if the tree would
be in game only. More often than not I would expect a phys rep
would be needed or used for it but some gaming spots my require
a plot to adjudicate as needed.
[quote=rich423]Can the caster bring their gear? Any other
individuals etc. or is/are it/they left?[/quote]
The caster could bring gear and what is on them but no other
individuals can cross with them. It isn't a gate spell.
[quote=rich423]Is there a process or a ritual that you have to
go through on the tree?[/quote]
No it is the encant for the spell then the mana is spent. The
tree needs to be hit with the packet for the spell effect to
work.
[quote=rich423]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?[/quote]
Same type means it has to be like pine to pine, oak to oak,
berch to birch etc. The tree must be alive so you can't use a
dead tree and the size of it doesn't matter the Species of tree
is what matters for being able to transport. One couldn't bring
a tree with them because it wouldn't be big enough for them to
go through for the spell.
[quote=rich423]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.
[/quote]
I wouldn't put a time limit on it because of the mana spent. 14
mana is a lot of mana to spend for a mage and even for that 14
mana the spell is pretty restrictive so I don't think it should
have a bunch of restrictions added onto it. I don't see it being
used a lot even if it is gained in game because being a mage is
all about budgeting your mana. For most mages 1/5th of your mana
going away on a spell is a big deal and would only be used
sparingly.
[quote=ZachC]
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.[/quote]
Personally not a big fan of gate spells Zach it would also mean
we would have to work how long this gate is open, does the mage
allow who crosses or can anyone cross and does the mage pick the
tree he goes to or is it random and if the mage gets to pick
what limitations are their on that. The spell would pretty much
have to be rewritten.
#Post#: 477--------------------------------------------------
Re: Path of Nature Suggestion
By: Zaud Date: April 4, 2015, 2:23 pm
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Think of Mercantile advantages such a spell would allow, instant
teleport between to cities on far side of planet at the cost of
creating a well stocked 'park' with trees from different parts
of the globe.
You say 1/5th a mages mana is a big cost and all I see is a way
to make merchant caravans a thing of the past for 7 CP and a
little organization.
I probably need to look at the Gate spells though, since if they
already do this, we might as well open it up to Nature as well.
(There is a good chance my next character will have this Path,
so I am working against my own future power here, but common
sense attached to the larger picture goes a long way)
-Fluke
#Post#: 478--------------------------------------------------
Re: Path of Nature Suggestion
By: JuliaW Date: April 4, 2015, 4:49 pm
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Bob, I understand your concerns however, I think what you are
failing to see here is that the cost of the mana would make that
super expensive to do, and very few if any mages would be
willing to do it. Especially not multiple times a day.
Look at it this way, just to get to their "stock" the mage would
have to spend fourteen mana. Yes, that is seven character
points. Then you have to spend fourteen mana to get back as it
is only a one way spell, as has already been stated. That is
another seven character points. Bringing the total spent to
twenty-eight mana and fourteen character points. That is fifty
six percent of allotted mana on just two spells, and that mana
has to last us all day, and mana and spells are a mages primary,
and sometimes only, way to protect themselves. Once that mana
is spent there isn't really a lot that they can really do
without putting themselves at a very great risk and they'd be
useless to a party so the player probably wouldn't be going on
modules. Added on to that, if we're going on the average mana
(fifty) most mages tend to stick with, you would only be able to
do the spell three times that day and wouldn't have enough to
get back on the fourth try. So, for this to even be an issue
the player would have to focus only on getting mana in order to
use the spell more often. That means they can't pick up any
instruction slots, which means they couldn't teach the spell
anyway and that other mages probably won't teach them anything.
They wouldn't be able to pick up additional paths of magic, they
wouldn't spend character points learning new languages, which
means the only people they could deal with are people who speak
their language and that really restricts their clientele. And,
with how expensive weapons are to pick up, they wouldn't buy any
weapon skills and couldn't defend themselves. And they still
have to pick up the merchant skills and get to a high enough
level (which is two character points a level and a player would
probably want to get to level ten at the very least means
they're sinking twenty character points into merchant that they
can't put into mana.), and buy all the merchandise in their
"stock" so that they have things they can sell.
As someone who plays a mage, that is so not worth it. The only
way to make that might make it worth while for a mage would be
to add a charge of mana spent on the spell to retrieve the
items. That is usually a silver per mana. Which would be
twenty eight additional silver to any person wishing to buy from
the mage's "stock" nearly three silver to anything they're
buying. It's not good business and it's probably not going to
be that much of an issue in the game.
Is it possible for someone to do what you're worried about?
Sure. But they wouldn't really be able to go on modules, they
probably wouldn't learn new spells, they couldn't pick up new
paths or weapons. And that just isn't a fun character to play.
#Post#: 479--------------------------------------------------
Re: Path of Nature Suggestion
By: whitepaws Date: April 4, 2015, 5:28 pm
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Lets not forget it would be a one way trip. Enjoy trying to hoof
it the rest of the way back to game. How enjoyable would it be
for a player to set out several games because they used this
spell as a one way merchant trip then realized they had to walk
all the way back to where the game was. The concern of players
using it in that manner is completely unpractical not to mention
a complete waist of the mages CP to get the things needed to
pull it off and that is if they are lucky enough to find a
teacher for or to roll at creation a 14th level spell.
#Post#: 480--------------------------------------------------
Re: Path of Nature Suggestion
By: Lothar6669 Date: April 4, 2015, 5:36 pm
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There is no way that if the spell made it into game, that it
would not be italicized.
#Post#: 481--------------------------------------------------
Re: Path of Nature Suggestion
By: whitepaws Date: April 4, 2015, 5:39 pm
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Yeah it's not likely it will be anything but italicized but
since it hasn't been finalized I'm working on the assumption it
might not be to show the point.
#Post#: 483--------------------------------------------------
Re: Path of Nature Suggestion
By: Lothar6669 Date: April 4, 2015, 7:58 pm
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Ok, you had just mentioned someone getting it at creation. Also,
even if it passes errata, I think it would make more sense that
even if approved, it should still have to be researched to bring
it into game.
#Post#: 485--------------------------------------------------
Re: Path of Nature Suggestion
By: Lothar6669 Date: April 4, 2015, 9:41 pm
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After reading Julias argument, i think ive changed my stance on
it. I think we should roll this out as a gate, or stick a short
distance limit on it. Path of chaos rift has a one mile limit on
it, while wrecking everything that goes through it unless you
have a chaos shield. Chariot of sun has a 10 mile limit, but it
can only transport items and materials, not people. So, I think
it should just be brought in line with other spells. Magic does
not need another big buff that this could turn into, but another
short range single person transport spell\ a rift in a tree
would not break game in my opinion.
#Post#: 486--------------------------------------------------
Re: Path of Nature Suggestion
By: Zaud Date: April 4, 2015, 10:52 pm
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I don't see how it is a 'one way' trip as put forth, as you can
intimately learn a number of trees, not just 'one'.
#Post#: 489--------------------------------------------------
Re: Path of Nature Suggestion
By: hjordanr Date: April 4, 2015, 11:23 pm
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I think the "one way trip" aspect was in reference to the fact
that it's 14 mana from destination A to destination B and then
another 14 mana from destination B to destination A. That
doesn't get mitigated by becoming intimate with trees. All that
being said, I think not having a distance limit on this spell
would be a huge mistake.
Going back to the mention of Rift, that spell will need to be
nerfed substantially since it's essentially an inexhaustible
destroy and death effect for the ten minutes in which it's
active which is honestly pretty nuts.
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