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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
       ---------------------------------------------------------
       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
       ---------------------------------------------------------
       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
       ---------------------------------------------------------
       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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