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="Cheiromancer" data-source="post: 3121221" data-attributes="member: 141"><p>My understanding is that this represents how WotC under-CRs dragons to make them scarier. A UK-36 dragon is WotC-18. A UK-36 non-dragon would normally be WotC-24. Although I think this mostly applies to SRD monsters; some critters from later monster manuals seem to also be under-CRed.</p><p></p><p>But I think if you are considering them for player use, you should weight the UK-36 as a 24, not an 18. There are flaws with this system too, but I think it is the best considering the uncertainties intrinsic to a challenge rating system.</p><p></p><p>I think [polymorph] should let swift be put in or out at a cost of 4 SP. As you mention, it is a natural for <em>dragonshape</em>.</p><p></p><p></p><p></p><p>I am hesitant about allowing characters to use abilities that have limited uses per day. Using any SLA or supernatural ability has an opportunity cost; you can't be doing something else. But the abilities that are limited per day seem to require more of a balancing factor. Some of the things you can change into are spellcasters; I don't think you should get access to their prepared spells.</p><p></p><p></p><p></p><p>I've been thinking of it as a "floating" slot that migrates upwards as the user's level increases. Which compensates somewhat for the lack of bonus spells that it gets in the ISC + "spell level = 6 + SP/6" system.</p><p></p><p>Re: Sorcerer feats</p><p></p><p>I really like it that sorcerers get to cast twice as many epic spells. And they don't have to spend the gp and time and xp to get their first few. Very nice. [edit] Figures. You go and change the part I liked! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /> [/edit]</p><p></p><p>I was also sort of thinking that sorcerers could tinker with their spells a little bit on a daily basis. Or at least when they level up. 6 points of free factor changes per spell, say. A wizard might be able to do the same thing; but I was thinking 12 free factor changes total, and only when they level up. If they want more they can pay for it.</p><p></p><p>I think that it could be cumbersome if a sorcerer were constantly fiddling with his spells at the table. A suite would be better. In practice a player could write up the likely variations ahead of time, and thus have a de facto suite although in game terms he's applying the factors on the fly; and even if the suite is the default mechanic, a DM might allow an unprepared player to design an ad hoc spell at the table and pretend it was in his suite all along. </p><p></p><p>So maybe there wouldn't be any game play difference between the two approaches, but in practice I suspect that the suite version would be more playable. (I know I disclaimed a preference for this idea, but now I'm reclaiming it. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" />)</p><p></p><p></p><p></p><p>I don't know what you mean by this.</p><p></p><p>****</p><p></p><p>I've got a formula for the Power Word seed. Close range, verbal component, 1 individual, no save, affects only a creature whose current hit points are below the current threshold. Choose a base spell (like <em>blindness</em> or <em>finger of death</em>) whose spell level is SL. If the range of the base spell is touch and/or if there are expensive material components or a long casting time you might want to increase the SL a bit. (convert the extra factors at a rate of 6 SP per spell level) Choose a hit point threshold of HP. Then to determine the SP of the resulting <em>epic power word</em> consult the following formula:</p><p></p><p>(SL * 6) + (HP / 6) - 45 = SP</p><p></p><p>E.g. if you wanted to upgrade <em>power word: kill</em> to affect a 200 hp target, you'd have </p><p></p><p>(7 * 6) + (200/6) - 45 = 42 + 33 - 45 = 30.</p><p></p><p>That's assuming that being killed by a <em>PWK</em> is like failing a save vs <em>finger of death</em>.</p><p></p><p>E.g. to put a 300 hp creature into <em>temporal stasis</em> (treat as SL 9 for its range and power component cost) would be </p><p></p><p>(9 * 6) + (300 / 6) - 45 = 54 + 50 - 45 = 59.</p><p></p><p>It's expensive, but the creature is treated as automatically failing its save. SR still applies, of course. Although there should be a way of bypassing it, too... I'd guess that adding +12 to the SP of a power word would allow you to bypass SR too. Awfully expensive, but with enough SP anything should be possible.</p><p></p><p>****</p><p></p><p>I'm still having trouble with the <em>blasphemy</em> suite. For one thing, you can kill creatures with a <em>blasphemy</em> that a <em>power word: kill</em> wouldn't touch. A 10th level barbarian with 120 hp, say. And you affect a whole bunch of creatures in a 40-ft. spread, not just one. The overlapping effects are complicating things too.</p><p></p><p>At the moment I'm thinking that a <em>blasphemy</em> occupies a cost-effectiveness "valley" - almost any change to its parameters, even one that makes it "weaker" (like confining its effect to a single target) increases its SP. Thus if you eliminate the overlapping effects and make it affect only a single target, then you might not be able to affect that 10th level barbarian any more, even if you increase it to 9th level. (The fact that hp changes in combat but HD normally don't is an important difference between the two spells; I'm still trying to chew on that.)</p><p></p><p>I still think that <em>blasphemy</em> should have its effects capped at level 20. +1 level = +2 SP. But other than that... I dunno.</p><p></p><p>[edit] The comparison isn't always in favor of <em>blasphemy</em>, of course. A <em>PWK</em> can destroy a 20th level wizard with a 10 Constitution. Or a wounded 20th level fighter. So it might be wrong to compare the two of them, or to base an argument on direct damage. The [destroy] seed is buried deep in the analysis of <em>PWK</em>, but it's hard to see. Perhaps negative levels would be a more fruitful approach to figuring out the level based mechanic of the <em>blasphemy</em> suite...</p></blockquote><p></p>
[QUOTE="Cheiromancer, post: 3121221, member: 141"] My understanding is that this represents how WotC under-CRs dragons to make them scarier. A UK-36 dragon is WotC-18. A UK-36 non-dragon would normally be WotC-24. Although I think this mostly applies to SRD monsters; some critters from later monster manuals seem to also be under-CRed. But I think if you are considering them for player use, you should weight the UK-36 as a 24, not an 18. There are flaws with this system too, but I think it is the best considering the uncertainties intrinsic to a challenge rating system. I think [polymorph] should let swift be put in or out at a cost of 4 SP. As you mention, it is a natural for [i]dragonshape[/i]. I am hesitant about allowing characters to use abilities that have limited uses per day. Using any SLA or supernatural ability has an opportunity cost; you can't be doing something else. But the abilities that are limited per day seem to require more of a balancing factor. Some of the things you can change into are spellcasters; I don't think you should get access to their prepared spells. I've been thinking of it as a "floating" slot that migrates upwards as the user's level increases. Which compensates somewhat for the lack of bonus spells that it gets in the ISC + "spell level = 6 + SP/6" system. Re: Sorcerer feats I really like it that sorcerers get to cast twice as many epic spells. And they don't have to spend the gp and time and xp to get their first few. Very nice. [edit] Figures. You go and change the part I liked! :p [/edit] I was also sort of thinking that sorcerers could tinker with their spells a little bit on a daily basis. Or at least when they level up. 6 points of free factor changes per spell, say. A wizard might be able to do the same thing; but I was thinking 12 free factor changes total, and only when they level up. If they want more they can pay for it. I think that it could be cumbersome if a sorcerer were constantly fiddling with his spells at the table. A suite would be better. In practice a player could write up the likely variations ahead of time, and thus have a de facto suite although in game terms he's applying the factors on the fly; and even if the suite is the default mechanic, a DM might allow an unprepared player to design an ad hoc spell at the table and pretend it was in his suite all along. So maybe there wouldn't be any game play difference between the two approaches, but in practice I suspect that the suite version would be more playable. (I know I disclaimed a preference for this idea, but now I'm reclaiming it. :)) I don't know what you mean by this. **** I've got a formula for the Power Word seed. Close range, verbal component, 1 individual, no save, affects only a creature whose current hit points are below the current threshold. Choose a base spell (like [i]blindness[/i] or [i]finger of death[/i]) whose spell level is SL. If the range of the base spell is touch and/or if there are expensive material components or a long casting time you might want to increase the SL a bit. (convert the extra factors at a rate of 6 SP per spell level) Choose a hit point threshold of HP. Then to determine the SP of the resulting [i]epic power word[/i] consult the following formula: (SL * 6) + (HP / 6) - 45 = SP E.g. if you wanted to upgrade [i]power word: kill[/i] to affect a 200 hp target, you'd have (7 * 6) + (200/6) - 45 = 42 + 33 - 45 = 30. That's assuming that being killed by a [i]PWK[/i] is like failing a save vs [i]finger of death[/i]. E.g. to put a 300 hp creature into [i]temporal stasis[/i] (treat as SL 9 for its range and power component cost) would be (9 * 6) + (300 / 6) - 45 = 54 + 50 - 45 = 59. It's expensive, but the creature is treated as automatically failing its save. SR still applies, of course. Although there should be a way of bypassing it, too... I'd guess that adding +12 to the SP of a power word would allow you to bypass SR too. Awfully expensive, but with enough SP anything should be possible. **** I'm still having trouble with the [i]blasphemy[/i] suite. For one thing, you can kill creatures with a [i]blasphemy[/i] that a [i]power word: kill[/i] wouldn't touch. A 10th level barbarian with 120 hp, say. And you affect a whole bunch of creatures in a 40-ft. spread, not just one. The overlapping effects are complicating things too. At the moment I'm thinking that a [i]blasphemy[/i] occupies a cost-effectiveness "valley" - almost any change to its parameters, even one that makes it "weaker" (like confining its effect to a single target) increases its SP. Thus if you eliminate the overlapping effects and make it affect only a single target, then you might not be able to affect that 10th level barbarian any more, even if you increase it to 9th level. (The fact that hp changes in combat but HD normally don't is an important difference between the two spells; I'm still trying to chew on that.) I still think that [i]blasphemy[/i] should have its effects capped at level 20. +1 level = +2 SP. But other than that... I dunno. [edit] The comparison isn't always in favor of [i]blasphemy[/i], of course. A [i]PWK[/i] can destroy a 20th level wizard with a 10 Constitution. Or a wounded 20th level fighter. So it might be wrong to compare the two of them, or to base an argument on direct damage. The [destroy] seed is buried deep in the analysis of [i]PWK[/i], but it's hard to see. Perhaps negative levels would be a more fruitful approach to figuring out the level based mechanic of the [i]blasphemy[/i] suite... [/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