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       #Post#: 707--------------------------------------------------
       Re: Path of Nature Suggestion
       By: lerocketking Date: April 15, 2015, 9:18 pm
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       I think conceal is fine where it is and invisibility should be
       raised, too good right now
       #Post#: 708--------------------------------------------------
       Re: Path of Nature Suggestion
       By: whitepaws Date: April 15, 2015, 9:35 pm
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       I fail to see how Conceal is worth the 14 mana it costs. Yes
       Invisibility should be moved up but I would think no higher than
       the other form spells which would put it at 9th level spell. So
       Conceal at 14 is still a raw deal. The spell is very limiting
       and doesn't give much benefit for 14 mana.
       #Post#: 713--------------------------------------------------
       Re: Path of Nature Suggestion
       By: Lothar6669 Date: April 16, 2015, 8:51 am
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       I think invisibility should be bumped down to 1hr, and moved up
       to around 6th level, everything else stays the same. Also that
       Conceal should be brought to around lvl 5-8. Because it is still
       good, and has a different use than invisibility in the way of it
       is harder on some trackers due to they would lose keen scent and
       sight on the tracking pick. Its just not 14 mana good.
       #Post#: 766--------------------------------------------------
       Re: Path of Nature Suggestion
       By: whitepaws Date: April 19, 2015, 11:05 pm
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       [quote=Zaud]I like the idea that it is for 'specific' types of
       trees. For one, the spell is a rip off from a Table Top game
       where this was the case. And secondly it is kinda cool when
       people walk away from a game learning something 'legit' like how
       to Identify Trees.
       [/quote]
       I think it should be based on the type of tree as well I just
       don't think it should be as specific as Zach suggested. Your
       average player isn't going to know the different sub species of
       oak. It should be if we are to go that route any oak or any pine
       or any maple will work. Also that there needs to be some
       clarification by plot because some of the places we run game
       might not have native trees to the place we are roleplaying or
       any trees though the scene is in a forest. It will probably need
       some plot mediation.
       #Post#: 775--------------------------------------------------
       Re: Path of Nature Suggestion
       By: ZachC Date: April 20, 2015, 4:57 pm
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       I believe you mean species.  Quercus alba and Quercus stellata
       are different species but both are still oaks.
       #Post#: 842--------------------------------------------------
       Re: Path of Nature Suggestion
       By: lerocketking Date: May 11, 2015, 12:29 pm
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       It would be unfair to other paths if this wasnt a gate spell.
       All other paths that have teleport spells are vates. Which means
       they stay open for one hour. And yea that means other people
       could go in. You could make it o where if someone doesnt have a
       naute shield then they die, same as the chaos gate.   If it isnt
       made as a gate then i would say it still need to be limited to
       one mile, like the other gates, so that you cant go to far.
       Also if its not a gate then once you use it, it closes
       immediatly, so there is no going back.
       #Post#: 843--------------------------------------------------
       Re: Path of Nature Suggestion
       By: whitepaws Date: May 11, 2015, 4:23 pm
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       I really don't see why every path has to be a carbon copy of
       each other. Sure you should check paths against each other to
       make sure they are balanced to one another but I think one of
       the big problems with all the different paths of magic is the
       group (especially the elemental paths) is there isn't much that
       makes them different from one another. This would be something
       that would be unique about Path of Nature. It's teleport spell
       isn't a gate spell. It lends variety to the game and makes the
       diferent paths of magic worth getting.
       #Post#: 845--------------------------------------------------
       Re: Path of Nature Suggestion
       By: lerocketking Date: May 11, 2015, 6:45 pm
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       Doesnt have to be a carbon copy or a gate. I agree. As i stated
       though, 5 miles is way to much. One mile maximum is good. Its a
       limit any spell like it shares. 5 miles is too much because you
       could cast it a few times and be in a whole new land or city.
       That breaks plot and the game, splittig everyone apart.  It
       definatly should not allow back and forth on one casting unless
       it a gate spell. And should not let more than one person through
       unless its a gate
       #Post#: 847--------------------------------------------------
       Re: Path of Nature Suggestion
       By: whitepaws Date: May 11, 2015, 6:52 pm
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       You can't chain them together because you are attuned to one
       tree that you can go to. Second even if you could it is still 14
       mana spell. To chain it three times as you describe would be 42
       mana. What mage would do that let alone be able to. That is the
       reason for the 5 mile range is because you can only one to one
       place, the tree you are attuned to. I appreciate your want to
       help make this spell reasonable but please read the spell
       description before doing so.
       #Post#: 848--------------------------------------------------
       Re: Path of Nature Suggestion
       By: lerocketking Date: May 11, 2015, 7:45 pm
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       Even with the big mana cost, 5 miles is way too much
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