arakodaiko
First Post
Hey, I´m Arako, one of the players in the play test campaign Dirty Deeds in space, specificly I'm the player behind the team's mage Sa'la Yela'mirõ Ghy'eliza Fenêri.
I am abit confused about certain parts of the magic system I have been trying to use as well as wanting to air some of my opinions on the magic system so lets get to it.
First off, I am not 100% sure I am making the spell-paths correctly as the original document speaks of each spell list consisting of only 1 specific action and a specific effect which makes no sense as all the example spell lists has atleast 2 different shown actions on them, I have so far used any actions and effects I've felt like as long as it fits into the thematic of the spell-path and its secret.
None of the documents I have looked over have explained how the concentration duration works, it merely says I have to maintain the concentration but I don't know if its a free action, a single or double action, I understand that the duration keeps going only as long as I keep the concentration up but there is no explanation of action requirement or if you can concentrate on more then one spell(I of course doubt the last bit there but hey its a detail not explained).
Now I have thrown my questions, I´ll just throw out some of complaints/opinion about the magic system as it is right now just to throw my two cents into the mix.
First off with the latest document while I agree having a base duration of 1 minute gave alittle too much time for most actions you could set up but I do find it feel kinda wasteful to spend 1 mp to upgrade the duration from instant to 1 round, just feels like it should be afew more, like 2-3 rounds perhaps though thats just my opinion in the end.
As a second opinion to share I feel like where magic shines the best from my experiences in the campaign is healing, until I was told a dying ally cannot be healed until they are stabilized, and yet healing magic has nothing to do so even on its own, so in short healing magic can only help you if you are hurt or dead, not while dying which to me makes no sense.
As a last note of opinion, I feel the diabolist as a tradition is really bad, while stat wise its great, especially for being one of the few(or is it the only?) tradition to give you more MP I feel the very first exploit is horrible as having to pay both MP AND health for spells essentially means you have 2 pools you need to have enough to pay from to cast a spell, not only that, the following one gives you an option to pay off END, thusly lowering your max health making it less likely for you to be able to cast spells.
The third grade is nice but is more or less, along with the 6th grade the only good things about the tradition as at no point do you get a way to get rid of the health cost, the closest you get is at fourth you can reduce it the cost....by spending health(though I am unsure, do you get -1mp per dice of damage or do you take the damage value as the reduction value?) which I still feel doesn't work with the idea of seemingly getting more power, the extra magic points don't let you cast more spells while you work on this tradition as it does not increase your endurance at any point and your health pool is now pulling double duty being the actual limiter of your spell casting, meaning all the exchanging for more power essentially means a good chunk of your extra MP that is your newly bought power, has to go towards healing your blood drained body back up to working conditions.
I am abit meh on grade 5 of the diabolist, one on hand I dislike it for being a random roll for such varied effects that might end up being good or useless, on the other hand its a good way to represent the repercussion of corrupting your very physical being with demonic magic.
so yea there is all the things I wanted to say so please come and tell me the answers I seek and/or how my opinions are wrong(especially incase they come from me misunderstanding things).
I am abit confused about certain parts of the magic system I have been trying to use as well as wanting to air some of my opinions on the magic system so lets get to it.
First off, I am not 100% sure I am making the spell-paths correctly as the original document speaks of each spell list consisting of only 1 specific action and a specific effect which makes no sense as all the example spell lists has atleast 2 different shown actions on them, I have so far used any actions and effects I've felt like as long as it fits into the thematic of the spell-path and its secret.
None of the documents I have looked over have explained how the concentration duration works, it merely says I have to maintain the concentration but I don't know if its a free action, a single or double action, I understand that the duration keeps going only as long as I keep the concentration up but there is no explanation of action requirement or if you can concentrate on more then one spell(I of course doubt the last bit there but hey its a detail not explained).
Now I have thrown my questions, I´ll just throw out some of complaints/opinion about the magic system as it is right now just to throw my two cents into the mix.
First off with the latest document while I agree having a base duration of 1 minute gave alittle too much time for most actions you could set up but I do find it feel kinda wasteful to spend 1 mp to upgrade the duration from instant to 1 round, just feels like it should be afew more, like 2-3 rounds perhaps though thats just my opinion in the end.
As a second opinion to share I feel like where magic shines the best from my experiences in the campaign is healing, until I was told a dying ally cannot be healed until they are stabilized, and yet healing magic has nothing to do so even on its own, so in short healing magic can only help you if you are hurt or dead, not while dying which to me makes no sense.
As a last note of opinion, I feel the diabolist as a tradition is really bad, while stat wise its great, especially for being one of the few(or is it the only?) tradition to give you more MP I feel the very first exploit is horrible as having to pay both MP AND health for spells essentially means you have 2 pools you need to have enough to pay from to cast a spell, not only that, the following one gives you an option to pay off END, thusly lowering your max health making it less likely for you to be able to cast spells.
The third grade is nice but is more or less, along with the 6th grade the only good things about the tradition as at no point do you get a way to get rid of the health cost, the closest you get is at fourth you can reduce it the cost....by spending health(though I am unsure, do you get -1mp per dice of damage or do you take the damage value as the reduction value?) which I still feel doesn't work with the idea of seemingly getting more power, the extra magic points don't let you cast more spells while you work on this tradition as it does not increase your endurance at any point and your health pool is now pulling double duty being the actual limiter of your spell casting, meaning all the exchanging for more power essentially means a good chunk of your extra MP that is your newly bought power, has to go towards healing your blood drained body back up to working conditions.
I am abit meh on grade 5 of the diabolist, one on hand I dislike it for being a random roll for such varied effects that might end up being good or useless, on the other hand its a good way to represent the repercussion of corrupting your very physical being with demonic magic.
so yea there is all the things I wanted to say so please come and tell me the answers I seek and/or how my opinions are wrong(especially incase they come from me misunderstanding things).
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