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Knowledge (Local)


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I believe that the answer to the question in your last sentence is that your third sentence isn't true. Holy crap is it not true. "With a good enough set of feats, it's almost impossible to have a concept that you can't build"? The degree to which I disagree with this is staggering.

There are many, many character concepts that feats can't build - and neither can character classes, for that matter - with the sole caveat that "build" is understood to mean "build effectively" (as in, they're not a combination of disparate abilities that add up to little).

I once came up with a character concept that was a character who was haunted by an evil spirit - essentially an incorporeal familiar - that was trying to push him towards doing evil. It needed to have stats, since it routinely killed or drove off potential allies in his childhood as part of his back-story. The character, however, was not a spellcaster. Rather, he was discovering that the reason he was haunted in the first place is that he has a latent ability to naturally shape and control negative energy...which could make him a powerful force for evil. As such, he practiced unarmed combat to try and learn discipline...with that discipline was slowly unlocking low-level psychic powers (a la a classic Jedi, in the original trilogy).

So, to recap, this character has:

1) a familiar that's essentially connected to him (hence why he doesn't just kill it) but is essentially an NPC
2) unarmed combat skills
3) channel negative energy/rebuke undead (and related abilities)
4) psionic powers
5) is not a spellcaster

Errr... other than I don't understand in what since you can have psionic powers and not be a spell caster, that's a pretty easy concept.

1) Play a Human. Take the Haunted disadvantage. Possibly also take the Minor Enemy disadvantage. Talk with your DM (me) about what you want this to represent. Use the resulting slots to take the traits and feats you need to round out your starting character.
2) Play a sorcerer. Don't take a familiar (your 'familiar' is your NPC enemy). Instead, spend the arcane bonus feat on True Necromancer (see #3). Take the Necrotic blood line. Under my rules, the 'natural ability to shape negative energy' is a sorcerer. So is a psionic. So for that matter is someone who says their concept is 'spider man'. Take the Blood Sorcery feat to suit your focus on unarmed combat over spells. Later, maybe take the Natural Talent bloodline feat to convert all your spells to spell-like abilities. For your general feats, go Improved Unarmed Strike, Superior Unarmed Strike, Combat Reflexes, and then capstone at Lethal Weapon. After that go with Brawler, etc. as it suits you.
3) As per above, Take the True Necromancer feat to be able to rebuke undead as an arcane caster. You might have to wait to 5th level for this though.
4) Take spells from the Wizard/Sorcerer list that fit your concept of 'psionic powers', negative energy mastery, and enhance your unarmed combat ability - True Strike and Body Weaponry come to mind here. You won't get a lot of spells going this route, but you did say that you didn't want to focus on your character as a spell-caster so just limit yourself to stuff that is effective but not 'flashy'.
5) How in the heck can you have psionic powers and not be a spell-caster?

Seriously, not a problem. I probably wouldn't have to custom design anything for that concept, and you wouldn't (and probably shouldn't) go crazy multiclassing - though Blood Sorcerer + Fighter is tempting and I'd have to do the math on the feats to see if it would be worth losing 2 general feats to grab fighter bonus feats. The only real problems are I, as a personal preference, treat psionics as just another word for magic, and I strongly discourage unarmed combat because I find it hokey to fight weapons and monsters with bare hands. But I could easily lift my ban on unarmed combat concepts with one or two very minor feat changes if you are just all into unarmed combat. It's not a balance issue, and I even know what I'd change. Just settling for a staff to represent your Jedi powers would open up lots of feats compared to fighting against my hatred of unarmed combat. But seriously even if you did cut across the grain, True Strike + Lethal Weapon + Body Weaponry + Brawler is plenty 'effective' at least by the power scales I use. I had a mini-boss NPC built along those lines, and by 6th level she was pretty sweet.

There are a couple of other ways to go about this. For example, you could instead play a fighter and go crazy with unarmed combat feats (I don't have a Monk class), and take the Misanthrope (Undead) disadvantage in order to take Empathy (Undead). The you can basically command Zombies and Skeletons with a simple skill check, and diplomancy more powerful undead. You could splash Sorcerer for the 'psionic powers', then take Interdisciplinary Student and Practiced Spellcaster to merge the two.

Really, compared to the guy who said, "I want to play a guy that rides a T-Rex that shoots laser beams from his eyes.", your concept is easy and I can meet it almost from 1st level.

Even if you write number one off by just making it an NPC, you're still going to need clerical levels (channeling/rebuking), which have the added problem of spellcasting; psionic levels for the psychic powers, and monk levels for any sort of worthwhile unarmed combat abilities.

I don't know what system you are playing, but it's not mine.
 
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In the PHB it was, simply, Knowledge (Local). However, in the 3e Forgotten Realms Campaign setting, one was required to specify the region (e.g., Knowledge (the Dalelands)).

The following below is from the 2nd printing (and errata for the first printing) of the 3e FR campaign setting :

"Region-Specific Skills
A character’s region may also affect his or her list of skills. As a general rule, characters with the Knowledge skill often focus on the region in which they grew up, although characters may focus on regions in which they have lived as adults or which they have studied in books.

Regional Focus: A character may choose to add a regional focus to the geography, history, nature, nobility and royalty, or religion areas of the Knowledge skill. The regional focus provides a +2 bonus to Knowledge skill checks that pertain to the region in question. For example, a character may choose Knowledge (Sembian history) instead of Knowledge (history) in order to be particularly adept at Knowledge (history) checks pertaining to the Sembia region.

Local Knowledge: The Knowledge (local) skill per se does not exist in the Forgotten Realms campaign. Instead, a character who chooses the Knowledge (local) skill must specify the region his local knowledge applies to. For example, a character familiar with legends and personalities of Sembia would simply take the Knowledge (Sembia) skill."

I also seem to recall some characters had specific cities instead of region for Knowledge (Local).
 

Errr... other than I don't understand in what since you can have psionic powers and not be a spell caster, that's a pretty easy concept.

Huh? You're equating being a spellcaster with having psionic powers? :-S

1) Play a Human. Take the Haunted disadvantage. Possibly also take the Minor Enemy disadvantage. Talk with your DM (me) about what you want this to represent. Use the resulting slots to take the traits and feats you need to round out your starting character.

Your answer here seems to be "just make stuff up," since these "disadvantages" aren't part of Unearthed Arcana's character flaws. So right off the bat this doesn't work under the current system.

2) Play a sorcerer. Don't take a familiar (your 'familiar' is your NPC enemy). Instead, spend the arcane bonus feat on True Necromancer (see #3). Take the Necrotic blood line. Under my rules, the 'natural ability to shape negative energy' is a sorcerer. So is a psionic. So for that matter is someone who says their concept is 'spider man'. Take the Blood Sorcery feat to suit your focus on unarmed combat over spells. Later, maybe take the Natural Talent bloodline feat to convert all your spells to spell-like abilities. For your general feats, go Improved Unarmed Strike, Superior Unarmed Strike, Combat Reflexes, and then capstone at Lethal Weapon. After that go with Brawler, etc. as it suits you.

Leaving aside that the "under my rules" bit seems to indicate that you're essentially departing from the existing rules, which sort of defeats the point of this exercise, this showcases how people who say "just use spellcasting for other supernatural powers" are using flawed logic.

Spider-Man isn't a spellcaster; neither is this character. Spellcasting has very clear analogues for what's happening in the game world, and this doesn't match with my character concept. He's not making clearly-visible somatic gestures. He's not speaking verbal components out loud. He's not using material foci. The "Natural Talent" feat that turns all of these into spell-like abilities seems to be entirely made up, as I couldn't find it in Pathfinder or v.3.5.

The use of Superior Unarmed Strike (from Tome of Battle) might work - though DR will be a problem - but underlines how you seem to be unabashedly mixing d20 Modern, Pathfinder, and v.3.5 in with your home-brewed material.

3) As per above, Take the True Necromancer feat to be able to rebuke undead as an arcane caster. You might have to wait to 5th level for this though.

Source or it doesn't exist.

4) Take spells from the Wizard/Sorcerer list that fit your concept of 'psionic powers', negative energy mastery, and enhance your unarmed combat ability - True Strike and Body Weaponry come to mind here. You won't get a lot of spells going this route, but you did say that you didn't want to focus on your character as a spell-caster so just limit yourself to stuff that is effective but not 'flashy'.

The fact that he's taking spells at all is a severe compromise to the character concept.

5) How in the heck can you have psionic powers and not be a spell-caster?

My concept of "psionic powers" is "not spells" for one thing.

Seriously, not a problem. I probably wouldn't have to custom design anything for that concept, and you wouldn't (and probably shouldn't) go crazy multiclassing - though Blood Sorcerer + Fighter is tempting and I'd have to do the math on the feats to see if it would be worth losing 2 general feats to grab fighter bonus feats.

It's a major problem. Let's look at just how much you're having to bend the rules to make the character you're outlining:

1) "Disadvantages" that are completely home-brewed.
2) A Pathfinder sorcerer, with the "necrotic" bloodline (source?)
3) The feats True Necromancer (source?), Natural Talent (source?), Blood Sorcery (source?), Improved Unarmed Strike (v.3.5/Pathfinder), Superior Unarmed Strike (Tome of Battle), Brawler (d20 Modern), and Lethal Weapon (source?). Several of these appear to be completely home-brewed.

And even then, you've severely crippled the concept by equating magic with both psionics and negative energy channeling.

In short, your solution is to severely bend some rules, make up new ones, and twist what represents what. This isn't the character concept I outlined - it is, at best, a poor imitation.

The only real problems are I, as a personal preference, treat psionics as just another word for magic, and I strongly discourage unarmed combat because I find it hokey to fight weapons and monsters with bare hands.

I agree only in that I find treating psionics as being magic to be a real problem.

But I could easily lift my ban on unarmed combat concepts with one or two very minor feat changes if you are just all into unarmed combat. It's not a balance issue, and I even know what I'd change. Just settling for a staff to represent your Jedi powers would open up lots of feats compared to fighting against my hatred of unarmed combat. But seriously even if you did cut across the grain, True Strike + Lethal Weapon + Body Weaponry + Brawler is plenty 'effective' at least by the power scales I use. I had a mini-boss NPC built along those lines, and by 6th level she was pretty sweet.

Most of this isn't an issue with representation, so much as it is with the issues you have with certain combinations. That's beyond what's being discussed here, however.

There are a couple of other ways to go about this. For example, you could instead play a fighter and go crazy with unarmed combat feats (I don't have a Monk class), and take the Misanthrope (Undead) disadvantage in order to take Empathy (Undead). The you can basically command Zombies and Skeletons with a simple skill check, and diplomancy more powerful undead. You could splash Sorcerer for the 'psionic powers', then take Interdisciplinary Student and Practiced Spellcaster to merge the two.

None of those ways work, which is why you seem to keep citing material that doesn't seem to exist outside of your game. I suppose if you want to add in hand-waving away the problems, then you can resolve the issue, but that's true for everything (and still doesn't seem to be working very well).

Really, compared to the guy who said, "I want to play a guy that rides a T-Rex that shoots laser beams from his eyes.", your concept is easy and I can meet it almost from 1st level.

It's not only not easy, but you've failed entirely in meeting it across twenty levels, let alone first.

I don't know what system you are playing, but it's not mine.

Oh, you've established that very clearly. I'm talking about using either v.3.5 or Pathfinder (with no mixing between the two). You're talking about...something else.
 

Oh, you've established that very clearly. I'm talking about using either v.3.5 or Pathfinder (with no mixing between the two). You're talking about...something else.

What I'm talking about is something very clear and specific - my assertion that if you have a good enough selection of feats that you can emmulate just about any character concept. If your contention is that neither 3.5 nor Pathfinder have a very good selection of feats, then we are in full agreement. In truth the feats in both are lousy and poorly thought out IMO. But the fact that the two published rule sets have lousy feats is not a contridiction to my claim that a good enough set of feats can in fact emmulate just about any character concept. This excercise was intended to prove that.

So yes, my answer is in some sense, "just make stuff up", although in this case some of this stuff has been in use for 10 years now. So for me, it's more 'real' and definative than Pathfinder is.

Huh? You're equating being a spellcaster with having psionic powers? :-S

What do you mean, "Huh?"

First of all, the use of the word psionic in D&D is flawed. The word psionic is the sibling of the word 'bionic'. It means, "Possessing a machine which enhances the ability of the mind." The idea in the word psionic might be that people have radios implanted in their brains which allows them to think to other people similarly equipped. That is not magic, but neither is it D&D 'psionics'.

So what is D&D 'psionics'? The answer is that D&D psionics are psychics. But psychic powers are magic powers and they come from exactly the same magical traditions of the late 19th and early 20th century that are the most direct real world basis of the D&D Wizards. It's a common parentage and common belief system. The only distinguishing factor between the psion and the D&D wizard is mechanics. Both are clearly magic users.

Spider-Man isn't a spellcaster;

Spider-Man is a mutant resulting from the bite of a magical spider which granted him magical abilities. While I'm aware that the classical silver age Spider-Man was also a gadgeteer, even so his gadgets were sufficiently advanced that they can be considered magical (power of plot). So the question is, in the D&D universe what is the analogue of Spider-Man, and the answer is that any human that derives magical abilities from his inherent power as a result of his connection to something inhuman is a sorcerer. Stock D&D 3.0 only provided for a connection to Draconic power, and that weakly. My game alllows you to create a Verminous Bloodline Body Sorcerer, pick up Web Splat, Web Line, Danger Sense, Web, etc. as spells and in essence play Spider Man. Sure, if I was going for full genera emulation, I'd play Mutants and Masterminds instead, but if someone comes to me and says, "I basically want to play Spider-Man", I can say, "Yeah, I'm good with that. Here's how you do it..."

neither is this character. Spellcasting has very clear analogues for what's happening in the game world, and this doesn't match with my character concept. He's not making clearly-visible somatic gestures. He's not speaking verbal components out loud. He's not using material foci.

Spider man clearly has somatic gestures in the comics. As a sorcerer, he automatically has Eschew Material Components as a bonus feat, so we don't have to worry about that. The fact that he has to say something to cast is a small matter I consider fairly trivial. In game, feel free to role play this as quippy one liners.

The "Natural Talent" feat that turns all of these into spell-like abilities seems to be entirely made up, as I couldn't find it in Pathfinder or v.3.5.

You keep using 'entirely made up' as if that in some how invalidated my assertion that with a sufficiently well designed class/feat system, you can play just about any concept you want.

The use of Superior Unarmed Strike (from Tome of Battle) might work - though DR will be a problem - but underlines how you seem to be unabashedly mixing d20 Modern, Pathfinder, and v.3.5 in with your home-brewed material.

And many other sources, not limited to 1e, GURPS, 4e, Ravenloft, and my own head.

Source or it doesn't exist.

Celebrim's Complete House Rules, Player's Handbook Edition.

The fact that he's taking spells at all is a severe compromise to the character concept.

No, the fact that you claimed to be both a psionist and not a spellcaster is a severe comprimise to the character concept. I can't help it if you have an unworkable contridiction in your concept. In some form, your character is magical. I've chosen to avoid mechanical variation for its own sake and consolidate 'I use magic' into a comparitively small set of concepts that can be flavored or repurposed as necessary.

My concept of "psionic powers" is "not spells" for one thing.

Again, I can't fix nonsense. Psionic powers are magic.

It's a major problem. Let's look at just how much you're having to bend the rules to make the character you're outlining:

Excuse me, but I'm not bending my rules. Bending my rules would be rewritting Improved Unarmed Strike and Superior Unarmed Strike to allow for unarmed combatants that compete on equal footing with peer armed foes. But other than that, the choices I presented are my rules as written.

1) "Disadvantages" that are completely home-brewed.

Again, how does this counter my assertion that with a good enough set of feats you can have any concept you want?

2) A Pathfinder sorcerer, with the "necrotic" bloodline (source?)

Sorry, but my sorcerer and the bloodline concept I'm using predates pathfinder by almost 4 years, and is based loosely on my own thoughts and a Dragon magazine article. The implementation is entirely my own though.

3) The feats True Necromancer (source?), Natural Talent (source?), Blood Sorcery (source?), Improved Unarmed Strike (v.3.5/Pathfinder), Superior Unarmed Strike (Tome of Battle), Brawler (d20 Modern), and Lethal Weapon (source?). Several of these appear to be completely home-brewed.

Actually, all of them are.

And even then, you've severely crippled the concept by equating magic with both psionics and negative energy channeling.

I'm not equating them. They are equated simply by natural language.

In short, your solution is to severely bend some rules, make up new ones, and twist what represents what. This isn't the character concept I outlined - it is, at best, a poor imitation.

Actually, I honestly think I've implemented the concept better than the system in your link (actually a lot better), which mechanically didn't actually hit on the key points at all. For example, in your link your implement your spirit enemy as a familiar companion. But by the rules, such a familiar companion would never actually be thwarting you and would lack the power to really do so. It wouldn't be a powerful foe, and technically is supposed to be a fully obedient extension of your characters's will. The key character concept, the internal conflict between the PC and this tempter spirit capable of hurting your loved ones doesn't exist in your implementation, and it exists in spades in mine. Likewise, the sense of you finding yourself to be something more than human, both superhuman and monstrous, really isn't brought out by your tame safe implementation. You present a concept for a character that doesnt' fully understand himself and isn't in full control of his life, and you tried to implement it by a nice tame player centric list of desired powers, some of which like 'Witchcraft III' (whatever that is) didn't seem to fit the concept either.

None of those ways work...

What do you mean that they don't work? In what way do they not implement the character who is tormented by a familiar spirit, is discovering growing powers over negative energy, and is capable of superhuman feats of unarmed combat prowess? Your problem is that you don't merely want to implement a concept. You seem to want to control as a player the mechanics used to implement the concept. So for example, your assertion that 'psionics aren't magic' is rooted not in any normal language or logic, but primarily in your sense that psionics mean spell points and not spell slots. So your going, essentially, "Hey, you game doesn't have spell points, so it can't implement my concept!"

which is why you seem to keep citing material that doesn't seem to exist outside of your game.

And yet, not existing outside of my game isnt' the same as not existing. It's not handwaving. I've got a 540 page player's handbook currently in use by a table of 6 players who would get a big laugh out of your assertion that my rules 'don't work'.
 

What I'm talking about is something very clear and specific - my assertion that if you have a good enough selection of feats that you can emmulate just about any character concept.

Your assertion is based on two flaws: the first is the use of "good enough," which is undefined. The second is your presumption that it's not possible for a feat not to exist. If something isn't available, you just say "yes it is," write it, and have that be the end of it. If you categorically reject the restrictions of a restricted system, then you're not having the same conversation anymore.

If your contention is that neither 3.5 nor Pathfinder have a very good selection of feats, then we are in full agreement. In truth the feats in both are lousy and poorly thought out IMO.

I'm not going to get into the issue of what's "good" about their feats, either in execution or selection, because it ultimately doesn't matter. There simply aren't enough to make every possible character concept imaginable (especially if you want to try and keep mechanical balance consistent - though given that you have a feat to turn all spellcasting into spell-like abilities, that's clearly not a concern for you either).

But the fact that the two published rule sets have lousy feats is not a contridiction to my claim that a good enough set of feats can in fact emmulate just about any character concept. This excercise was intended to prove that.

And it failed. You had to invent entirely new material - the nature of which was both largely undefined and dubious in its value - and still had to bastardize the character concept in order to make it work.

So yes, my answer is in some sense, "just make stuff up", although in this case some of this stuff has been in use for 10 years now. So for me, it's more 'real' and definative than Pathfinder is.

How long you've been using your house rules aren't really relevant to the discussion of the limits of the underlying game system. Your home game is not a test case for the flexibility of an inflexible system when you essentially hand-wave all limits away.

What do you mean, "Huh?"

I don't think I can make that any clearer.

First of all, the use of the word psionic in D&D is flawed. The word psionic is the sibling of the word 'bionic'. It means, "Possessing a machine which enhances the ability of the mind." The idea in the word psionic might be that people have radios implanted in their brains which allows them to think to other people similarly equipped. That is not magic, but neither is it D&D 'psionics'.

Talking about the etymology of a particular term isn't particularly relevant, at least not here. Moving on...

So what is D&D 'psionics'? The answer is that D&D psionics are psychics. But psychic powers are magic powers and they come from exactly the same magical traditions of the late 19th and early 20th century that are the most direct real world basis of the D&D Wizards. It's a common parentage and common belief system.

You're demonstrably wrong here. While certain spell effects are definitely lifted from real world mythologies, stories, and other materials, the act of how spells are prepared and cast has nothing to do with any magical traditions; it's based near-totally on the works of Jack Vance.

The only distinguishing factor between the psion and the D&D wizard is mechanics. Both are clearly magic users.

The mechanics have in-game analogues that make them notably different. Spellcasting isn't psionics in any regard - the only point of commonality between them is that recent editions have kept their effects "transparent" for game purposes.

Spider-Man is a mutant resulting from the bite of a magical spider which granted him magical abilities.

Spider-Man is not a mutant, per se, as defined in the Marvel-verse, nor are his abilities magical (though I'm not very up-to-date on the comics, so if you can give a title and issue number where that's said to be otherwise, I'll cede the point).

While I'm aware that the classical silver age Spider-Man was also a gadgeteer, even so his gadgets were sufficiently advanced that they can be considered magical (power of plot). So the question is, in the D&D universe what is the analogue of Spider-Man, and the answer is that any human that derives magical abilities from his inherent power as a result of his connection to something inhuman is a sorcerer.

No, it's not. You've hand-waved his gadgetry and his powers to be "magic!" and then said "magic equals spellcaster," both of which are fallacious. Spider-Man doesn't use magic, and having inherent magical abilities doesn't mean that you're necessarily a sorcerer (as any class with inherent supernatural abilities, such as the monk, shows).

Stock D&D 3.0 only provided for a connection to Draconic power, and that weakly. My game alllows you to create a Verminous Bloodline Body Sorcerer, pick up Web Splat, Web Line, Danger Sense, Web, etc. as spells and in essence play Spider Man. Sure, if I was going for full genera emulation, I'd play Mutants and Masterminds instead, but if someone comes to me and says, "I basically want to play Spider-Man", I can say, "Yeah, I'm good with that. Here's how you do it..."

You can create a weak analogue, sure, but that's all it is.

Spider man clearly has somatic gestures in the comics. As a sorcerer, he automatically has Eschew Material Components as a bonus feat, so we don't have to worry about that. The fact that he has to say something to cast is a small matter I consider fairly trivial. In game, feel free to role play this as quippy one liners.

Remind me again, what's the somatic component for his spider sense? :p

You keep using 'entirely made up' as if that in some how invalidated my assertion that with a sufficiently well designed class/feat system, you can play just about any concept you want.

Because it does. The entire method by which the class/level system operates is exception-based. If you simply presume that all exceptions exist (and that you don't even need to take a feat for many, if not most of them) then you've invalidated the premise that you're working off of. It's fine if you're playing a game where anyone can take whatever powers they want whenever they want to - but that's not utilizing the class/level system anymore (or at least not the "class" part of it).

And many other sources, not limited to 1e, GURPS, 4e, Ravenloft, and my own head.

Celebrim's Complete House Rules, Player's Handbook Edition.

Which is fine for you, and absolutely useless for everyone else.

No, the fact that you claimed to be both a psionist and not a spellcaster is a severe comprimise to the character concept.

On the contrary, it shows the weakness of your position, since you've necessarily had to work with a concept that your homebrew isn't able to handle. Hene why you then try and make a weak work-around to come up with something that bears a superficial resemblance.

I can't help it if you have an unworkable contridiction in your concept.

It's not unworkable, though I do agree that you can't help it; that's part of the nature of the system you've constructed.

In some form, your character is magical. I've chosen to avoid mechanical variation for its own sake and consolidate 'I use magic' into a comparitively small set of concepts that can be flavored or repurposed as necessary.

That's fine, but it falls flat when it runs up against any sort of paranormal or supernatural ability that isn't "spellcasting," let alone "magic."

Again, I can't fix nonsense. Psionic powers are magic.

Again, that assertion is nonsense, which is why you can't fix it.

Excuse me, but I'm not bending my rules. Bending my rules would be rewritting Improved Unarmed Strike and Superior Unarmed Strike to allow for unarmed combatants that compete on equal footing with peer armed foes. But other than that, the choices I presented are my rules as written.

Personal fiat is not a rule; it's whim that happens to have been written down. If you reject existing terms and definitions in favor of whatever you make up, then you're just babbling to yourself.

Again, how does this counter my assertion that with a good enough set of feats you can have any concept you want?

See above. You don't have a good enough set of feats - your answer to this is to make stuff up, and then when their limits are shown to make more stuff up, and then when their limits are shown to make even more stuff up, ad infinitum.

Sorry, but my sorcerer and the bloodline concept I'm using predates pathfinder by almost 4 years, and is based loosely on my own thoughts and a Dragon magazine article. The implementation is entirely my own though.

Sorry, but that's not relevant to the discussion at hand. Talking about a given system requires a shared basis for understanding. Randomly redefining aspects of it and then acting as though they're a given just sounds like nonsense to everyone else.

Actually, all of them are.

All the moreso then.

I'm not equating them. They are equated simply by natural language.

That's self-evidently not true. If they were, we wouldn't have two different terms for the same thing. Psionics isn't magic; it's psionics.

Actually, I honestly think I've implemented the concept better than the system in your link (actually a lot better), which mechanically didn't actually hit on the key points at all.

You haven't, not even close. Let's walk through it.

For example, in your link your implement your spirit enemy as a familiar companion. But by the rules, such a familiar companion would never actually be thwarting you and would lack the power to really do so. It wouldn't be a powerful foe, and technically is supposed to be a fully obedient extension of your characters's will.

Wrong. See the line: "specialized for half-cost – the companion does not need to obey Dirk and actively works to corrupt him to evil."

The key character concept, the internal conflict between the PC and this tempter spirit capable of hurting your loved ones doesn't exist in your implementation, and it exists in spades in mine.

Actually, it exists in spades in mine, and only barely exists in yours. That's what happens when you 1) don't read the source material, and 2) just make up your own instead.

Likewise, the sense of you finding yourself to be something more than human, both superhuman and monstrous, really isn't brought out by your tame safe implementation.

Er, I never said that he wasn't human. That's your attempt to (again) add something that isn't there

You present a concept for a character that doesnt' fully understand himself and isn't in full control of his life, and you tried to implement it by a nice tame player centric list of desired powers, some of which like 'Witchcraft III' (whatever that is) didn't seem to fit the concept either.

Leaving aside that I never said anything about "doesn't fully understand himself," the implementation is spot-on perfect, unlike the weak analogue you've cobbled together by making up questionable new material.

If you want to learn more about the system I used (e.g. where witchcraft III comes from), I urge you to check out the book I used to do so. It's a point-buy character creation system that's still totally viable with the d20 System - it's also a far more open and flexible resource that what you've appeared to cobble together.

What do you mean that they don't work? In what way do they not implement the character who is tormented by a familiar spirit, is discovering growing powers over negative energy, and is capable of superhuman feats of unarmed combat prowess? Your problem is that you don't merely want to implement a concept.


No, your problem is that you don't want to implement a concept. I've already come up with a concept for a character - the whole point of this exercise is to try and implement that concept with as little compromise as possible. Your way is all about compromise. You hold that any supernatural power must be magic, and can be satisfactorily implemented by Vancian-style spellcasting. I'm saying that's not so, and that your system can't handle that.

You seem to want to control as a player the mechanics used to implement the concept.

Picking what mechanics they take for their character does tend to be part of the player's prerogative.

Now, I'll grant that there's a limit to this, but saying "all mystic powers of any stripe are Vancian-style spellcasting," is not a reasonable limit.

So for example, your assertion that 'psionics aren't magic' is rooted not in any normal language or logic, but primarily in your sense that psionics mean spell points and not spell slots. So your going, essentially, "Hey, you game doesn't have spell points, so it can't implement my concept!"

It's rooted in both normal language and logic, as I've inarguably pointed out above. It's also based on the fact that psionics isn't implemented by spoken words, physical gestures, and material components, which your system necessitates, and thus robs the player of the very agency you claim to be encouraging.

And yet, not existing outside of my game isnt' the same as not existing. It's not handwaving.

It's entirely handwaving. Saying, "it exists because I've imagined it" is setting the bar so low that it's hard not to trip over it.

I've got a 540 page player's handbook currently in use by a table of 6 players who would get a big laugh out of your assertion that my rules 'don't work'.

That's fine, I've got a book roughly half that size and a group of 8 who would get a big laugh out of your assertion that your "rules" work.
 

Knowledge Local is used to recall information about the following:
Legends, personalities, inhabitants, laws, customs, traditions, humanoids.

Whereas Gather Information is used thusly:
An evening’s time, a few gold pieces for buying drinks and making friends, and a DC 10 Gather Information check get you a general idea of a city’s major news items, assuming there are no obvious reasons why the information would be withheld. The higher your check result, the better the information.

I don't really see any overlap in these two areas of knowledge, unless one of the K:L entries IS for some reason the current hot news and gossip.

A common fallacy is the idea that Knowledge Local is used to know about a given local region as a Gather Information check.

The DC for a K:L check should be adjusted based on how far away the area of familiarity of the PCs the area being inquired about is, how far off the beaten path it is (ie: wandering bards, trade caravan routes, and other sources of information flow) I imagine that in some circumstances, a specialized GI check with some of the old-timers in a given area would enable that character to have a reasonable chance at making a K:L check for that area.

Also note that some settings gave expanded rules and definitions for the K:L skill, but the SRD and the Rules Compendium are the primary / latest sources.
 

You are complaining that I invented a new rules set which I control; I'm complaining that you've invented a new dictionary and version of the English langauge which you control.

that you have a feat to turn all spellcasting into spell-like abilities, that's clearly not a concern for you either).

Divorsed of context, you have no means of evaluating that.

Your home game is not a test case for the flexibility of an inflexible system when you essentially hand-wave all limits away.

A home game is more preeminently a test case for the flexibiltiy of a system.

Talking about the etymology of a particular term isn't particularly relevant, at least not here.

Since we are having an argument over the definition of 'magic', I don't see how that follows. It would seem that if we are arguing over what 'psionic', 'magic', 'mutant', and 'supernatural' mean, that things like etymology and the evolution of terms of art are very much relevant.

You're demonstrably wrong here. While certain spell effects are definitely lifted from real world mythologies, stories, and other materials, the act of how spells are prepared and cast has nothing to do with any magical traditions; it's based near-totally on the works of Jack Vance.

I have the complete works of Jack Vance on my shelf, and you are wrong in that regard. The real origin of present D&D spellcasting is play testing a system and imposing mechanical limits on what you are able to do in order to implement both mechanical balance and immulation of the narrative conceit of magic from mythology and story - namely that it is rarely used, even by those capable of doing so. It's a way of turning the usual 'power of plot' magic possesses in stories into something more limited. It only very loosely resembles Vancian spell-casting as presented in the books, save in the names and effects of a few spells.

But the general idea of 'ritual casting' is common to almost all real-world magical traditions, and specific examples were borrowed from a much more diverse set of sources, including actual Hermetic tradition spellbooks.

Spider-Man is not a mutant, per se, as defined in the Marvel-verse...

Well, spider-man was in fact mutated by a radioactive mutagen. I'm not sure how that doesn't make him a "mutant, per se", but he's certainly a mutant by any ordinary usage of the word.

nor are his abilities magical (though I'm not very up-to-date on the comics, so if you can give a title and issue number where that's said to be otherwise, I'll cede the point).

Oh, so now I've got homework. Don't expect me to turn it in. Whether spidey's abilities are magical are not is something they've kept very open in the story line because the writers are quite aware that there is certainly no scientific explanation for his abilities as they've evolved over the years.

No, it's not. You've hand-waved his gadgetry and his powers to be "magic!"

No, I didn't. I handwaved the gadgetry on the grounds that in most recent versions of spider-man, his web ability is owed to organic spinnerettes and not gadgets. However, handwaving gadgetry as 'super-science' is quite frankly, also waving it away as magic.

Spider-Man doesn't use magic...

Debatable, even within the terms of the comics themselves. But, at a metagame level whatever the source of his powers like 'sixth sense' (surely a magical term if any is) doesn't really matter. We can still implement his abilities at the meta level as selected slotted reusable powere.

and having inherent magical abilities doesn't mean that you're necessarily a sorcerer (as any class with inherent supernatural abilities, such as the monk, shows).

Sure. We could easily create dozens of different ways to implement inherent magical abilities, and then naturally not every character with inherent magical abilities is a sorcerer. But as you yourself complained, in doing so we freight each mechanic with undesired mechanical baggage and flavor. I repurposed the sorcerer as a univeral generic class for any character that had inherent supernatural or superhuman power.

You can create a weak analogue, sure, but that's all it is.

Like all RPGs, I created a simplified model.

Remind me again, what's the somatic component for his spider sense? :p

Long duration spell effect, so it seldom comes up in the story. But the somatic component of his web splat is assuredly extending his arm wrist facing up with his palm turned down and one finger curled in a circle to point at his palm. ;)

And in any event, when is the last time you actually saw someone play out the somatic components in game?

Because it does. The entire method by which the class/level system operates is exception-based...

I came to 3e from GURPS. Every system is exception based. I don't have a particular bias for or against classes or point buy systems. Both have ultimately quite similar problems.

Again, that assertion is nonsense, which is why you can't fix it.

Psionics as it exists in D&D is magic.

That's self-evidently not true. If they were, we wouldn't have two different terms for the same thing. Psionics isn't magic; it's psionics.

As if synonyms didn't exist, especially in cases where people use words loosely without even understanding what they mean - case in point 'psionics'. The evolution of the term in D&D parlance is an interesting discussion. But the end of it is this -psionics as it exists is superlatively magic.

You hold that any supernatural power must be magic, and can be satisfactorily implemented by Vancian-style spellcasting. I'm saying that's not so, and that your system can't handle that.

My system can't handle you saying "That's not so", but yes I think supernatural power = magic, and that selectable spells slots are generic magic system.

Picking what mechanics they take for their character does tend to be part of the player's prerogative.

No. Mechanics are defined by the system in question. The player chooses from among them as their prerogative, but that's not the same thing.

Now, I'll grant that there's a limit to this, but saying "all mystic powers of any stripe are Vancian-style spellcasting," is not a reasonable limit.

Among other things, I deny that the Sorcerer is - even RAW - "Vancian-style spellcasting" save where that is a term of art for "as D&D does things".

It's also based on the fact that psionics isn't implemented by spoken words, physical gestures, and material components, which your system necessitates, and thus robs the player of the very agency you claim to be encouraging.

And yet mechanically disruptable, requires time, and concentration and provokes attack of oppurtunity. We're talking about a tiny amount of flavor that rarely comes up in game. The commonalities between the two are far greater than such minor differences, and are now pretty much official now that 'transparency' is default. The main real difference is at the meta-level - power points rather than spell slots.

That's fine, I've got a book roughly half that size and a group of 8 who would get a big laugh out of your assertion that your "rules" work.

Notice the lack of symmetry here?
 

You are complaining that I invented a new rules set which I control; I'm complaining that you've invented a new dictionary and version of the English langauge which you control.

The difference is that your complaint isn't valid; mine is.

Divorsed of context, you have no means of evaluating that.

It's fairly easy to say that a feat that lets you remove all somatic, material, and verbal components from spellcasting, without increasing the spell level, is better than the metamagic feats that do those.

A home game is more preeminently a test case for the flexibiltiy of a system.

Except you're not playtesting the system in question (the d20 System). You're playtesting your frankenstein's monster of rules; moreover, you're trying to evaluate them beyond "whatever these six guys want."

Since we are having an argument over the definition of 'magic', I don't see how that follows. It would seem that if we are arguing over what 'psionic', 'magic', 'mutant', and 'supernatural' mean, that things like etymology and the evolution of terms of art are very much relevant.

They're not relevant; what's important is what those terms mean within the context of the game rules, not within the context of the dictionary. Likewise, that's apart from your argument that paranormal/supernatural->magic->spellcasting, and so spellcasting represents all paranormal phenomena, which strikes me as being self-evidently not the case.

I have the complete works of Jack Vance on my shelf, and you are wrong in that regard.

You need to go re-read them then, because I'm not wrong in that regard.

The real origin of present D&D spellcasting is play testing a system and imposing mechanical limits on what you are able to do in order to implement both mechanical balance and immulation of the narrative conceit of magic from mythology and story - namely that it is rarely used, even by those capable of doing so. It's a way of turning the usual 'power of plot' magic possesses in stories into something more limited. It only very loosely resembles Vancian spell-casting as presented in the books, save in the names and effects of a few spells.

So your argument is that because Vance's works don't present the game mechanics in D&D, it's not based on those works? That's a fairly weak proposition to make, as the game mechanics were meant to model the methodology of spellcasting present in those works (e.g. the preparation of individual spells that were lost when expended). The differences in how many could be memorized and how often they were used is a minor point that doesn't invalidate the larger parallel.

But the general idea of 'ritual casting' is common to almost all real-world magical traditions, and specific examples were borrowed from a much more diverse set of sources, including actual Hermetic tradition spellbooks.

Those ideas aren't present in D&D spellcasting. Only the effects of certain spells (e.g. sticks to snakes) are cribbed from other sources - the actual manner by which those spells were cast are not. The use of "ritual casting" as you name it is very different from what D&D presents, save for the most basic of comparisons (e.g. speaking when invoking magic, etc.).

Well, spider-man was in fact mutated by a radioactive mutagen. I'm not sure how that doesn't make him a "mutant, per se", but he's certainly a mutant by any ordinary usage of the word.

Let's leave aside for a moment that it's not a "mutagen" that makes Peter Parker into Spider-Man; it's a particular spider. This showcases your ridiculous claim that you somehow are more correct about the nature of a thing because you're using it in the manner in the dictionary. This ignores that a given venue can change the meaning associated with a particular word or concept, and so within that venue the dictionary definition is of limited value, at best.

Oh, so now I've got homework. Don't expect me to turn it in.

It's a bit harder when you can't just make it up, isn't it? ;)

Whether spidey's abilities are magical are not is something they've kept very open in the story line because the writers are quite aware that there is certainly no scientific explanation for his abilities as they've evolved over the years.

Which is another way of saying "it's not magic." Super powers clearly play by different rules, but they're also set apart from magic as defined in Marvel comics.

No, I didn't. I handwaved the gadgetry on the grounds that in most recent versions of spider-man, his web ability is owed to organic spinnerettes and not gadgets. However, handwaving gadgetry as 'super-science' is quite frankly, also waving it away as magic.

It's not when the two are treated as specific and divorced entities. You seem to use magic for "anything that's beyond the bounds of real-world science," which falls apart when there are multiple discrete areas that meet that basic definition.

Debatable, even within the terms of the comics themselves. But, at a metagame level whatever the source of his powers like 'sixth sense' (surely a magical term if any is) doesn't really matter. We can still implement his abilities at the meta level as selected slotted reusable powere.

You can, but that gets further away from the concept that you're trying to model, which means that it's doing a poor job of it.

Sure. We could easily create dozens of different ways to implement inherent magical abilities, and then naturally not every character with inherent magical abilities is a sorcerer. But as you yourself complained, in doing so we freight each mechanic with undesired mechanical baggage and flavor. I repurposed the sorcerer as a univeral generic class for any character that had inherent supernatural or superhuman power.

This misrepresents the nature of my indictment of your system. You weren't just presuming that all supernatural forces were "magic," but then that these could all be represented as "spellcasting," which has its own set of problems (e.g. components).

Like all RPGs, I created a simplified model.

The model isn't succeeding as much as it could with regard to what it's modeling.

Long duration spell effect, so it seldom comes up in the story. But the somatic component of his web splat is assuredly extending his arm wrist facing up with his palm turned down and one finger curled in a circle to point at his palm. ;)

Or it's not a spell effect at all, and yet is still a clearly non-natural power.

And in any event, when is the last time you actually saw someone play out the somatic components in game?

Like all aspects of the game with an in-character equivalent, they affect the representation of the game as it's imagined by the players; moreover, it has an effect in the game world that can be impacted. If your character is tied up and gagged, their spellcasting is in all likelihood impeded, but psychic powers wouldn't be.

I came to 3e from GURPS. Every system is exception based. I don't have a particular bias for or against classes or point buy systems. Both have ultimately quite similar problems.

I don't believe this is necessarily the case, or at least not as much as you do.

Psionics as it exists in D&D is magic.

Incorrect. Psionics as it exists in D&D is not magic.

As if synonyms didn't exist, especially in cases where people use words loosely without even understanding what they mean - case in point 'psionics'. The evolution of the term in D&D parlance is an interesting discussion. But the end of it is this -psionics as it exists is superlatively magic.

Synonyms exist, but game terminology is not a place where their found. This is proven in the case of psionics as it exists is inarguably not magic.

My system can't handle you saying "That's not so", but yes I think supernatural power = magic, and that selectable spells slots are generic magic system.

Which shows that your system, even with you inventing new parts of it whole-cloth as necessary, is still more limited than you think.

No. Mechanics are defined by the system in question. The player chooses from among them as their prerogative, but that's not the same thing.

This is ironic considering that you're not defining the mechanics by the system in question, but by your personal fiat. That said, the player does have some agency in what mechanics they take for their character; hence why they select their own feats, skills, etc.

Among other things, I deny that the Sorcerer is - even RAW - "Vancian-style spellcasting" save where that is a term of art for "as D&D does things".

Except that this is self-evidently not so, since how a sorcerer actually casts a spell is indistinguishable from how a wizard casts a spell.

And yet mechanically disruptable, requires time, and concentration and provokes attack of oppurtunity. We're talking about a tiny amount of flavor that rarely comes up in game. The commonalities between the two are far greater than such minor differences, and are now pretty much official now that 'transparency' is default. The main real difference is at the meta-level - power points rather than spell slots.

Having some similarities does not make them the same thing, nor does their ability to interact with each other. The fact that they're different at the meta level only highlights their differences at the in-game level.

Notice the lack of symmetry here?

Indeed; your analogy is less impactful by far.
 

girls, girls, you're both pretty. can we get back to the OP subject now? start a new thread if you want to continue your argument.
 

Into the Woods

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