Leif
Adventurer
DweomerFall could be the result of a breakdown of the laws of magic. Like, say, with thermodynamics. Energy can neither be created or destroyed. Say the same is true of magical energy. The DweomerFall is a breakdown of that fundamental law on the 'or destroyed' side. Using magic (Arcane keyword powers, magic item properties, new rituals, magic item powers, etc), destroys magic instead of temporarily transforming it.
If you want to give us interesting decisions (an important part of any good game, IMO) relating to how we manage the DweomerFall, let us choose if we can accept instability in our powers or items. If we choose stability, we hasten the overall effects of the DweomerFall (sensitive arcane creatures or sites suffer). If we choose instability (we accept some unpredictable or lesser effects for our powers or items), we can slow the effects of the DweomerFall.
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I totally agree with Walking Dad that making arcane based PCs less and less effective out of balance with other PCs is unfun on it's face. Could it be made fun? Possibly. But I agree that it should affect all PCs similarly. I mean, I like the idea that magically-barren Harnithael's 'condition' could end up saving everyone, but I'm not sure something like that needs to be woven into the largely well-balanced core combat mechanics.
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Our PCs could have developed a way to - through implements/items/rituals, stave off the effects of the DweomerFall (or if they themselves did not develop these methods, they are road-testing them for the House Mages).
Just some thoughts.
Ok, glad I brought this up! Those are some great ideas, you two! WD, I feel your pain, and that's why I was so hesitant to start this thing. I agree with you that the Dweomerfall should start out with little to no affect on the pcs. Frankly, that's why I made the save to resist it have such a low DC -- Sorry about the Will thing, eek. For now, consider Dweomerfall to be in suspension. I'll review the suggestions later when I have more time and come up with an alternate plan. Thanks for your help, Sparky and Walking Dad!So it is a failure chance for 'all' combat actions of the swordmage and the bladesinger, some of the skald's and none of the ranger and the assassin. Seems the later encounters will be much more favorable for the less arcane characters without compensation...
At least At-Will spells and class features with the 'arcane' keyword should remain reliable IMHO.
Also some notes:
1) There are no Will saves in 4e.
2) Bladesinger At-Wills are riders for MBAs.
IMHO, failing abilities are only fun if they affect all or no one. Even the spellplague novels have either all main characters suffer or no one. The cleric in 'Ghost King' is the special 'snow-flake' who can use the new magic.
Sorry if I sound defensive, but I like to play competent characters and I fear Galin will be more a liability later on.
Other ideas:
- The failing magic is a background think and affects more semi-permanent rituals and NPCs but the game rules for the arcane PCs are not affected.
- Eladrin can use their inner magic, spending a HS to ignore the failure chance to power the magic from within.
- Spells that fail because of the weakened dweomerfell are not considered spend. The spell is still in the character, he/she just failed to bring it into the world.
No sweat at all, Sparky, just do the best you can - it's what we all do anyway.IC post tomorrow AM. Sorry for not chiming in Sunday/Monday as stated. Nothing but excuses to offer.