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       #Post#: 493--------------------------------------------------
       Re: Path of Nature Suggestion
       By: JuliaW Date: April 4, 2015, 11:45 pm
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       [quote=hjordanr]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.[/quote]
       No the one way trip came from the wording of the spell.  It said
       a tree.  One.  You can only be attuned to one tree.  Which means
       you could get to the destination but you couldn't get back.
       Even if the spell said you could return to your original spot
       for another 14 mana it's still a lot of mana to spend just for
       merchanting.  If we need a distance limit, how about 10 miles
       since it is only one way?
       #Post#: 495--------------------------------------------------
       Re: Path of Nature Suggestion
       By: Zaud Date: April 5, 2015, 12:08 am
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       1 mile would be enough to give the 'fair escape' benefit that 7
       cp (14 mana) seems fair for. It makes the Tracking skill useless
       to follow you and the 'attuned' aspect would make it impossible
       for even other mages with the spell to follow you, so I am not
       sure 'where' you are coming from needing more.
       With the nature of spell swapping, italicized is not a real
       limiting factor. From Tim's game I noticed the cool spells were
       'swapped' among friends, and that left 'odd men out' with a much
       reduced selection of spells for people who were less popular.
       #Post#: 496--------------------------------------------------
       Re: Path of Nature Suggestion
       By: Lothar6669 Date: April 5, 2015, 12:21 am
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       If we italicized it, people could not start game with it which
       is pretty important. If it passes errata im sure it will be
       something that will need to be researched with a Nature lab
       since it is a skill that is not in the book. That will take
       someone 14 weeks to just get the bead pick to try to learn it,
       not to mention the costs for spell research wise. Honestly, I
       feel 1 mile is pretty fair. If it stays balanced and in check
       with other travel spells you don't even need to wait till
       errata, just buy a spell lab and ask plot if its within reason
       to research it. I trust them to keep spells in balance. Since
       there are two of them, they can get a good look at the spell,
       talk about what problems it may cause, ways to balance it Ect.
       #Post#: 497--------------------------------------------------
       Re: Path of Nature Suggestion
       By: whitepaws Date: April 5, 2015, 1:11 am
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       [quote=Zaud]1 mile would be enough to give the 'fair escape'
       benefit that 7 cp (14 mana) seems fair for. It makes the
       Tracking skill useless to follow you and the 'attuned' aspect
       would make it impossible for even other mages with the spell to
       follow you, so I am not sure 'where' you are coming from needing
       more.
       With the nature of spell swapping, italicized is not a real
       limiting factor. From Tim's game I noticed the cool spells were
       'swapped' among friends, and that left 'odd men out' with a much
       reduced selection of spells for people who were less
       popular.[/quote]
       Yes for 7 CP if that is all you want to do once every game
       session. Saying that it is only 7 CP is being rather
       disingenuous to how spells work in game. Also if it is so
       confusing to people I'll put it in the spell description but it
       is one tree. Putting an additional 1 mile limit on it is
       crippling for a 14th level spell. None of the other gate or
       transport spells have this kind of restriction as you can go
       anywhere within that radius and its ridiculous to put that kind
       of restriction on the spell just because of some House that Jack
       Built theories that you think might happen in game.
       [quote=Lothar669]If we italicized it, people could not start
       game with it which is pretty important. If it passes errata I'm
       sure it will be something that will need to be researched with a
       Nature lab since it is a skill that is not in the book. That
       will take someone 14 weeks to just get the bead pick to try to
       learn it, not to mention the costs for spell research
       wise.[/quote]
       This. The italicized restriction does have effects and a player
       should trust plot to handle this adequately. That sort of thing
       is meta gaming. We don't need to hammer in a bunch of
       restrictions on the spell just because it might get passed
       around by friends because it is a cool spell that happens to be
       italicized. How about we just punish the players for meta gaming
       and not every person who just happens to want to be a mage or
       spell caster.
       #Post#: 498--------------------------------------------------
       Re: Path of Nature Suggestion
       By: whitepaws Date: April 5, 2015, 1:14 am
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       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 attuned
       with the tree that they are traveling to as well as familiar
       where exactly they are going. While they can be familiar with
       many trees they can only attune themselves to one tree for the
       purpose of this spell. If the tree they are attuned with is
       destroyed this spell automatically fails with the mana spent.
       The caster and what they have on them is the only person that
       can go through this created transport by hitting the targeted
       tree with a spell packet. People who have been killed don't
       count as objects the mages is carrying for the purposes of this
       spell and wont be carried with them.
       #Post#: 499--------------------------------------------------
       Re: Path of Nature Suggestion
       By: Lothar6669 Date: April 5, 2015, 1:31 am
       ---------------------------------------------------------
       Its getting really complicated with attuned and familiar terms.
       It also still needs the range restriction. Also, unless you are
       looking for help from us to write the spell, we cant help much
       other than pick at it, Plots will get the final say so if it
       even can happen. So you should really be ready to run it across
       to them once you think it is ready to present. Its not going to
       be what Oak walk was in westmark, it was simply too good. For
       balance reasons we need to keep things in check with magic
       because magic is already pretty damn good if you are smart about
       it. Also, 14 mana is not relevant to all mages, its a mages
       choice to stop at 50. There is nothing that says they have to
       stop other than the greed of a high magic.
       #Post#: 501--------------------------------------------------
       Re: Path of Nature Suggestion
       By: whitepaws Date: April 5, 2015, 2:12 am
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       50 mana is where most mages stop though is it not because it
       gets prohibitively more expensive after that. The cost doubles
       and the most I have ever seen a mage with in game is 70 mana
       with Veros back in Westmark. CP gets tight at higher levels and
       mana isn't worth it all the time. I also never said a range
       restriction wasn't out of line. I said I hadn't intended on one.
       What I did say though is that 1 mile is completely unreasonable
       even if you wanted to put it in line with the other spells
       because this spell has additional restrictions that the others
       don't.
       #Post#: 502--------------------------------------------------
       Re: Path of Nature Suggestion
       By: Lothar6669 Date: April 5, 2015, 2:37 am
       ---------------------------------------------------------
       All im saying is that its a mages choice how much mana they
       have. That said, you pitch it to plot however you want to.
       #Post#: 503--------------------------------------------------
       Re: Path of Nature Suggestion
       By: ZachC Date: April 5, 2015, 8:52 am
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       It might be because I'm a horticulturalist, but I feel like if
       the type of tree is important then it should be species
       specific, not just family or genera.  A red oak is not a pin oak
       and a white pine is not a black pine or a mugo pine.  But even
       then, this spell just seems like a headache for plot.
       #Post#: 504--------------------------------------------------
       Re: Path of Nature Suggestion
       By: whitepaws Date: April 5, 2015, 11:25 am
       ---------------------------------------------------------
       I can see where you are coming from on that Zach but the problem
       I think would be how would the players know the difference.
       Unless maybe they were a forester or something in game. I think
       though overall that would just complicate things too much.
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