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<blockquote data-quote="Sepulchrave II" data-source="post: 3068735" data-attributes="member: 4303"><p>Two separate thoughts, here.</p><p></p><p>1) I think the key to reining in mitigating factors is a seed-by-seed account of what works with what; i.e. add an addendum in the conditions of each seed re. how a spell with that seed can be mitigated against. <em>Destroy</em> = backlash; <em>Call</em> = ritual, or whatever. I think that this is actually pretty intuitive. Scaling effects (target -> area etc.). should also be included in the conditions section. As I mentioned before, this is a lot of work - which is why I've kind of avoided it. <img src="http://www.enworld.org/forum/images/smilies/paranoid.png" class="smilie" loading="lazy" alt=":uhoh:" title="Paranoid :uhoh:" data-shortname=":uhoh:" /> I think it's time to grasp the bull by the horns, though. </p><p></p><p>It will make each seed entry very long (I've no problem with that); but it will also make combination very tricky (can an epic spell which uses both the <em>destroy</em> and the <em>call</em> seed use rituals, backlash, both or neither? (Sorry, couldn't resist). Ironically, I think the answer to this <em>is</em> dialectical - i.e. we need a new mitigation mechanic where compound spells (i.e. spells which involve more than one seed) are involved.</p><p></p><p>Or maybe mitigation is determined solely by the base seed. In my forays into combining seeds in epic spells, I decided on three categories of seed:</p><p></p><p>(B) Base. Determines basic parameters.</p><p>(S) Secondary. Mechanical impact, but less important.</p><p>(D) Descriptive. Necessary for the spell rationale to 'hang together.' This is a tricky one to define.</p><p></p><p>2) Meditation upon the Vow of Poverty. This is an example of how a character can be made effective without reliance upon gear. An alternative mechanic which is gear-independent in epic spellcasting might gain some pointers in this regard.</p></blockquote><p></p>
[QUOTE="Sepulchrave II, post: 3068735, member: 4303"] Two separate thoughts, here. 1) I think the key to reining in mitigating factors is a seed-by-seed account of what works with what; i.e. add an addendum in the conditions of each seed re. how a spell with that seed can be mitigated against. [I]Destroy[/I] = backlash; [I]Call[/I] = ritual, or whatever. I think that this is actually pretty intuitive. Scaling effects (target -> area etc.). should also be included in the conditions section. As I mentioned before, this is a lot of work - which is why I've kind of avoided it. :uhoh: I think it's time to grasp the bull by the horns, though. It will make each seed entry very long (I've no problem with that); but it will also make combination very tricky (can an epic spell which uses both the [I]destroy[/I] and the [I]call[/I] seed use rituals, backlash, both or neither? (Sorry, couldn't resist). Ironically, I think the answer to this [I]is[/I] dialectical - i.e. we need a new mitigation mechanic where compound spells (i.e. spells which involve more than one seed) are involved. Or maybe mitigation is determined solely by the base seed. In my forays into combining seeds in epic spells, I decided on three categories of seed: (B) Base. Determines basic parameters. (S) Secondary. Mechanical impact, but less important. (D) Descriptive. Necessary for the spell rationale to 'hang together.' This is a tricky one to define. 2) Meditation upon the Vow of Poverty. This is an example of how a character can be made effective without reliance upon gear. An alternative mechanic which is gear-independent in epic spellcasting might gain some pointers in this regard. [/QUOTE]
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