Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
Archive Forums
Hosted Forums
Personal & Hosted Forums
Hosted Publisher Forums
Dog Soul Hosted Forum
Epic Magic Big Thread
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Sepulchrave II" data-source="post: 3047129" data-attributes="member: 4303"><p>I had thought one or the other, not both - hence the 'as opposed to'. Should've been more explicit. There is no way that I'd allow both of these. </p><p></p><p></p><p></p><p>Same occurred to me. You could limit the number of spell slots which syneresis allows as a function of Spellcraft ranks, though.</p><p></p><p></p><p></p><p>I've thought about this, as well - not necessarily half, but some other function of total Spellcraft ranks. I think 50% is overly restrictive. The biggest problem is engineering some system which limits the cabal contribution, which is why I've been thinking about a nonlinear relationship between spell slots contributed vs. total mitigating factor.</p><p></p><p></p><p></p><p>I have been here <em>exactly</em> before - but when I was trying to modify the Spellcraft check system, rather than base factors off of seeds with a more stable DC/Prerequisite. I haven't revisited the idea for a while.</p><p></p><p>My biggest concern was the precedent (doublings, triplings, quadruplings), which is why I considered a set of static factors e.g.</p><p></p><p>increase area by 100% +4</p><p>increase area by 250% +8</p><p>increase area by 500% +12</p><p>increase arae by 1000% +20</p><p>increase area by 2500% +30</p><p>increase area by 5000% +40</p><p>increase area by 10,000% +50</p><p></p><p>or whatever. You get the idea.</p><p></p><p>After a 10000% increase in area (ie. a 2000ft. radius fireball), you use aggregates (in this case <em>Magical Weather</em>) for truly awesome effects. Although as written, Magical Weather can't be used with instantaneous effects.</p><p></p><p>I actually don't have a problem with massive area effects, as an <em>improved invisible</em> 6th level wizard with a <em>wand of fireballs</em> who can <em>fly</em> can already level a small town pretty quickly: all it takes is a scroll and a partially-charged wand. Your highest level local opposition might be a 6th level cleric - if you're unlucky. Killing 2000 people in 1 minute is easy.</p><p></p><p>So what, if you can obliterate 100 square miles of countryside? Encounters aren't balanced on this basis - really, its campaign backstory. After your 2-mile radius <em>fire storm</em> hits, all you've done is kill a lot of mooks: you might get some arbitrary story bonus to XP, but the BBEG is still there laughing off the damage.</p><p></p><p>I think if we go this route, there needs to be a pretty solid philosophical justification in the way epic games are handled, though. A lot of people will cry 'foul' and 'overpowered', but, for me, this is exactly the kind of thing epic play should be about.</p></blockquote><p></p>
[QUOTE="Sepulchrave II, post: 3047129, member: 4303"] I had thought one or the other, not both - hence the 'as opposed to'. Should've been more explicit. There is no way that I'd allow both of these. Same occurred to me. You could limit the number of spell slots which syneresis allows as a function of Spellcraft ranks, though. I've thought about this, as well - not necessarily half, but some other function of total Spellcraft ranks. I think 50% is overly restrictive. The biggest problem is engineering some system which limits the cabal contribution, which is why I've been thinking about a nonlinear relationship between spell slots contributed vs. total mitigating factor. I have been here [I]exactly[/I] before - but when I was trying to modify the Spellcraft check system, rather than base factors off of seeds with a more stable DC/Prerequisite. I haven't revisited the idea for a while. My biggest concern was the precedent (doublings, triplings, quadruplings), which is why I considered a set of static factors e.g. increase area by 100% +4 increase area by 250% +8 increase area by 500% +12 increase arae by 1000% +20 increase area by 2500% +30 increase area by 5000% +40 increase area by 10,000% +50 or whatever. You get the idea. After a 10000% increase in area (ie. a 2000ft. radius fireball), you use aggregates (in this case [I]Magical Weather[/I]) for truly awesome effects. Although as written, Magical Weather can't be used with instantaneous effects. I actually don't have a problem with massive area effects, as an [I]improved invisible[/I] 6th level wizard with a [I]wand of fireballs[/I] who can [I]fly[/I] can already level a small town pretty quickly: all it takes is a scroll and a partially-charged wand. Your highest level local opposition might be a 6th level cleric - if you're unlucky. Killing 2000 people in 1 minute is easy. So what, if you can obliterate 100 square miles of countryside? Encounters aren't balanced on this basis - really, its campaign backstory. After your 2-mile radius [I]fire storm[/I] hits, all you've done is kill a lot of mooks: you might get some arbitrary story bonus to XP, but the BBEG is still there laughing off the damage. I think if we go this route, there needs to be a pretty solid philosophical justification in the way epic games are handled, though. A lot of people will cry 'foul' and 'overpowered', but, for me, this is exactly the kind of thing epic play should be about. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
Archive Forums
Hosted Forums
Personal & Hosted Forums
Hosted Publisher Forums
Dog Soul Hosted Forum
Epic Magic Big Thread
Top