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Spelljammer: 4th ed, do helms drain Daily, encounter, at will spells?
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<blockquote data-quote="TheWyrd" data-source="post: 4280135" data-attributes="member: 66439"><p>To me, the question is taking a look at what a helm is and deciding how that plugs into the 4E rules and the artifacts of those rules.</p><p></p><p>The basic types of helms were (If I remember right):</p><p>1. Major/Minor Helms - Pull magic energy from Arcane/Divine casters.</p><p>2. Series Helms - Pull energy from monster's spell-like abilities. Artifact of Monsters not having caster levels in 2E.</p><p>3. Life Helms - Pull life energy from non-casters.</p><p>4. Death Helms - #3 with a charm effect (if I remember correctly)</p><p>5. Furnaces - Pulls magical energy from magic items.</p><p>6. Artifurnaces - Pulls magical energy from artifacts (EXTRA RARE)</p><p>7. Forges - Pulls 'creative' energy from a bunch of dwarves making stuff in an asteroid.</p><p>8. PsiHelms - Fan creation for Psionicists which used a different method of creating effects.</p><p>9. Pool Helms/Orbi - Special monster that provides motive power.</p><p></p><p>Then you look at what 4E has available for resources/differentiation (I'm sure I'm missing some):</p><p>1. Money/Rituals</p><p>2. Action Points</p><p>3. Healing Surges</p><p>4. Magic Item Uses Per Day/Milestone</p><p>5. Power Sources</p><p>6. Roles</p><p>7. Skill Challenges</p><p>8. Encounter/Daily Powers</p><p>9. Feats</p><p>10. At-Will/Encounter/Daily Switchout</p><p></p><p>Ok, yes I'm brainstorming now. I like that we have more defined power sources now and that you can break down Helm types by power source that helps clean up some issues. No matter the helm type, you're probably looking at some sort of skill use to activate the helm and then a cost related to the power source.</p><p></p><p>As an example, I'd say the lifejammer translates to a Martial Helm. Activation skill is Endurance with a successful Endurance check meaning the ship moves while a failed check means you need to spend a healing surge or the ship stops moving.</p><p></p><p>Arcane helms are what you generally think of as a major/minor helm. Because it is the 'niche' that you want a wizard in, I suggest that there is no cost for an arcanist to use a helm.. just a successful Arcana check with failed checks coming out of the ship's SR.</p><p></p><p>Not everything needs to be tied to a power source however. The furnace helm for instance run on <em>Residuum</em> with no check to make it work.. but the down side is there there is an automatic cost to make the ship move.</p></blockquote><p></p>
[QUOTE="TheWyrd, post: 4280135, member: 66439"] To me, the question is taking a look at what a helm is and deciding how that plugs into the 4E rules and the artifacts of those rules. The basic types of helms were (If I remember right): 1. Major/Minor Helms - Pull magic energy from Arcane/Divine casters. 2. Series Helms - Pull energy from monster's spell-like abilities. Artifact of Monsters not having caster levels in 2E. 3. Life Helms - Pull life energy from non-casters. 4. Death Helms - #3 with a charm effect (if I remember correctly) 5. Furnaces - Pulls magical energy from magic items. 6. Artifurnaces - Pulls magical energy from artifacts (EXTRA RARE) 7. Forges - Pulls 'creative' energy from a bunch of dwarves making stuff in an asteroid. 8. PsiHelms - Fan creation for Psionicists which used a different method of creating effects. 9. Pool Helms/Orbi - Special monster that provides motive power. Then you look at what 4E has available for resources/differentiation (I'm sure I'm missing some): 1. Money/Rituals 2. Action Points 3. Healing Surges 4. Magic Item Uses Per Day/Milestone 5. Power Sources 6. Roles 7. Skill Challenges 8. Encounter/Daily Powers 9. Feats 10. At-Will/Encounter/Daily Switchout Ok, yes I'm brainstorming now. I like that we have more defined power sources now and that you can break down Helm types by power source that helps clean up some issues. No matter the helm type, you're probably looking at some sort of skill use to activate the helm and then a cost related to the power source. As an example, I'd say the lifejammer translates to a Martial Helm. Activation skill is Endurance with a successful Endurance check meaning the ship moves while a failed check means you need to spend a healing surge or the ship stops moving. Arcane helms are what you generally think of as a major/minor helm. Because it is the 'niche' that you want a wizard in, I suggest that there is no cost for an arcanist to use a helm.. just a successful Arcana check with failed checks coming out of the ship's SR. Not everything needs to be tied to a power source however. The furnace helm for instance run on [I]Residuum[/I] with no check to make it work.. but the down side is there there is an automatic cost to make the ship move. [/QUOTE]
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Spelljammer: 4th ed, do helms drain Daily, encounter, at will spells?
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