Kahuna Burger
First Post
I've been toying with the idea of consequences for stat boosts for a while - overshoot effects, withdrawl, mental repercussions of having your brain radically changed then changed back, etc. Unfortunately, any attempt to impose this on players will likely be decried from some corners as unbalancing, nerfing, no fun, or whathaveyou.
However, wizards has given me a mighty boon, in the form of 3.5 revisions to the boosters. Suddenly, nerfing isn't a house rule, lack of it would be. So I am taking this oppertunity to take a second look at the consequences of the old spells, and house rule that it was these consequences (in part) that the new spells were developed to deal with.
So, the rules as I first envision them - the new spells are all named Inspired X. When someone casts Inspired Grace on you, you feel suddenly agile, but at the same time it is natural, as if you were simply feeling your full potential. You act at this inspired potential for only a few minutes, but when it is gone you feel no different than before, except perhaps more relaxed.
However, there is the option rather than casting Inspired Grace, to cast an older, some say cruder spell instead - Cat's Grace. Cat's Grace has a less predictable effect, and the spell lasts much longer (hours instead of minutes) but the differences are deeper than that. The agility brought by Cat's Grace seems to come from outside the recipient, filling him up and making him feel a different person. A first time recipient of the spell may feel amazed, even distracted by his new adeptness, and often overestimates how much he has improved. Over the course of the spell's duration he adapts to these changes, feeling this is his true ability. As a result, when Cat's Grace expires, the former recipent feel not his natural self, but suddenly lessened. He may feel tired, clumsy or slow for some time afterwards. Worse, if he then again becomes the recipient of Cat's Grace with little unenhanced time in between, he may come to feel that the enhancement is his natural true state. The aftereffects become more pronounced and last longer, and he craves a new application of the spell as if it was the cure to a disease which now plaugues him.
Effects of the cruder versions of Inspired Splendor or Inspired Cunning can be even worse. If these spells instill their full potency, the effects can actually be temporarily damaging. The recipient is dazed by his new mental state and may take several minutes to focus on the outside world and immediate concerns. When the enhancements go away, the recipient is often confused or depressed, trying to recapture those elusive ideas or feelings he had under the spell's effects. Repeated use of these crude mentally enhancing spells is strongly discouraged...
I'll probably allow Inspired Grace and Cat's Grace to be learned as essentially the same spell, so a caster with limited spells known doesn't have to choose one over the other. The difference comes at the casting or preparation.
Any thoughts? I know I don't have the effects in concrete terms yet, but what do people think of the overall idea?
Kahuna burger
However, wizards has given me a mighty boon, in the form of 3.5 revisions to the boosters. Suddenly, nerfing isn't a house rule, lack of it would be. So I am taking this oppertunity to take a second look at the consequences of the old spells, and house rule that it was these consequences (in part) that the new spells were developed to deal with.
So, the rules as I first envision them - the new spells are all named Inspired X. When someone casts Inspired Grace on you, you feel suddenly agile, but at the same time it is natural, as if you were simply feeling your full potential. You act at this inspired potential for only a few minutes, but when it is gone you feel no different than before, except perhaps more relaxed.
However, there is the option rather than casting Inspired Grace, to cast an older, some say cruder spell instead - Cat's Grace. Cat's Grace has a less predictable effect, and the spell lasts much longer (hours instead of minutes) but the differences are deeper than that. The agility brought by Cat's Grace seems to come from outside the recipient, filling him up and making him feel a different person. A first time recipient of the spell may feel amazed, even distracted by his new adeptness, and often overestimates how much he has improved. Over the course of the spell's duration he adapts to these changes, feeling this is his true ability. As a result, when Cat's Grace expires, the former recipent feel not his natural self, but suddenly lessened. He may feel tired, clumsy or slow for some time afterwards. Worse, if he then again becomes the recipient of Cat's Grace with little unenhanced time in between, he may come to feel that the enhancement is his natural true state. The aftereffects become more pronounced and last longer, and he craves a new application of the spell as if it was the cure to a disease which now plaugues him.
Effects of the cruder versions of Inspired Splendor or Inspired Cunning can be even worse. If these spells instill their full potency, the effects can actually be temporarily damaging. The recipient is dazed by his new mental state and may take several minutes to focus on the outside world and immediate concerns. When the enhancements go away, the recipient is often confused or depressed, trying to recapture those elusive ideas or feelings he had under the spell's effects. Repeated use of these crude mentally enhancing spells is strongly discouraged...
I'll probably allow Inspired Grace and Cat's Grace to be learned as essentially the same spell, so a caster with limited spells known doesn't have to choose one over the other. The difference comes at the casting or preparation.
Any thoughts? I know I don't have the effects in concrete terms yet, but what do people think of the overall idea?
Kahuna burger