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<blockquote data-quote="Wyvern" data-source="post: 388852" data-attributes="member: 2374"><p>Well, when I mentioned crossovers between environments, I wasn't specifically referring to borders between them. I just mean that the rules should be designed to allow a player to figure out whether his airplane will operate in vacuum, or his spaceship will work underwater, etc., and if not, what happens to it. Also what happens when you take your vessel to a cosmos with a different magic or tech level.</p><p></p><p>However, as far as boundary lines go, you're right: under normal circumstances the border between atmosphere and vacuum would not be a distinct line. Even if you had force fields holding in the air somehow, they wouldn't interfere with your vision, so you don't have cover bonuses like you do with fluid-air or fluid-vacuum interfaces. The rule about water boundaries giving a cover bonus is not my idea, it came straight from an issue of Dragon. (Only problem is, I don't have that issue, and I'm not sure whether I got the numbers right.)</p><p></p><p>The method I had in mind was simply to take the highest tech and magic levels for all components of a vehicle and let those be the overall levels for the vehicle. Each vehicle stat block should still have a complete listing of components, so that you can look them up to see what kinds of tech or magic are used, and figure out which specific components fail if you enter a cosmos with an insufficient tech or magic level.</p><p></p><p>I don't get what you mean. Could you give me an example? If you're simply referring to the fact that most spell effects scale in one way or another by caster level, I know this; that was the whole point of including the caster level penalty.</p><p></p><p>I've already acknowledged that this is a problem, and I'll let you know when I come up with a solution. I may just add a clause stating that this is an exception to the minimum caster level rule.</p><p></p><p>I checked and you're right about Harm. The range of Disintegrate is determined by caster level. Anyway, I don't see this as a problem.</p><p></p><p>That's a brilliant idea. I think I'll still require some kind of check (maybe a caster level check instead of a Spellcraft check) to cast spells higher than the magic potential, but your idea will work fine for spells lower than the potential. I might also lower the save DC's correspondingly to further increase the uncertainty of magic. (After all, even at 1st level it's rare to find a spellcasting PC without a score of at least 16 in their key stat, so they still wouldn't be affected in a cosmos with a mid-level magic potential.)</p><p></p><p>Okay, I can do that.</p><p></p><p>I can't think of a good one off-hand either, but if I do I'll change it.</p><p></p><p>Point taken. I'll see what I can come up with.</p><p></p><p>Hmmm... which part are you suggesting I cut out? If you mean the detailed description of effects at different levels, I think we need that, because I didn't put *everything* in the table. It doesn't list the save DCs, for example, nor does it mention the check to avoid falling unconscious at intolerable temperature levels.</p><p></p><p>The thing is, I don't *want* to unless I have to. "Core rulebook II" and so on just sound awkward to me; I'd much rather be able to write "DMG". Besides which, I've already done it that way and would rather not have to change it. I think this is a call that Darrin should make, since he's the one who's going to be "publishing" the finished product.</p><p></p><p>Anyhow, with luck I'll have time this weekend to incorporate the changes you suggested, and also finish updating the character creation chapter. Thanks for your feedback!</p><p></p><p>Wyvern</p></blockquote><p></p>
[QUOTE="Wyvern, post: 388852, member: 2374"] Well, when I mentioned crossovers between environments, I wasn't specifically referring to borders between them. I just mean that the rules should be designed to allow a player to figure out whether his airplane will operate in vacuum, or his spaceship will work underwater, etc., and if not, what happens to it. Also what happens when you take your vessel to a cosmos with a different magic or tech level. However, as far as boundary lines go, you're right: under normal circumstances the border between atmosphere and vacuum would not be a distinct line. Even if you had force fields holding in the air somehow, they wouldn't interfere with your vision, so you don't have cover bonuses like you do with fluid-air or fluid-vacuum interfaces. The rule about water boundaries giving a cover bonus is not my idea, it came straight from an issue of Dragon. (Only problem is, I don't have that issue, and I'm not sure whether I got the numbers right.) [B][/B]The method I had in mind was simply to take the highest tech and magic levels for all components of a vehicle and let those be the overall levels for the vehicle. Each vehicle stat block should still have a complete listing of components, so that you can look them up to see what kinds of tech or magic are used, and figure out which specific components fail if you enter a cosmos with an insufficient tech or magic level. [B][/B]I don't get what you mean. Could you give me an example? If you're simply referring to the fact that most spell effects scale in one way or another by caster level, I know this; that was the whole point of including the caster level penalty. [B][/B]I've already acknowledged that this is a problem, and I'll let you know when I come up with a solution. I may just add a clause stating that this is an exception to the minimum caster level rule. [B][/B]I checked and you're right about Harm. The range of Disintegrate is determined by caster level. Anyway, I don't see this as a problem. [B][/B]That's a brilliant idea. I think I'll still require some kind of check (maybe a caster level check instead of a Spellcraft check) to cast spells higher than the magic potential, but your idea will work fine for spells lower than the potential. I might also lower the save DC's correspondingly to further increase the uncertainty of magic. (After all, even at 1st level it's rare to find a spellcasting PC without a score of at least 16 in their key stat, so they still wouldn't be affected in a cosmos with a mid-level magic potential.) [B][/B]Okay, I can do that. [B][/B]I can't think of a good one off-hand either, but if I do I'll change it. [B][/B]Point taken. I'll see what I can come up with. [B][/B]Hmmm... which part are you suggesting I cut out? If you mean the detailed description of effects at different levels, I think we need that, because I didn't put *everything* in the table. It doesn't list the save DCs, for example, nor does it mention the check to avoid falling unconscious at intolerable temperature levels. [B][/B]The thing is, I don't *want* to unless I have to. "Core rulebook II" and so on just sound awkward to me; I'd much rather be able to write "DMG". Besides which, I've already done it that way and would rather not have to change it. I think this is a call that Darrin should make, since he's the one who's going to be "publishing" the finished product. Anyhow, with luck I'll have time this weekend to incorporate the changes you suggested, and also finish updating the character creation chapter. Thanks for your feedback! Wyvern [/QUOTE]
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