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<blockquote data-quote="drnuncheon" data-source="post: 74817" data-attributes="member: 96"><p>If you really want it...</p><p></p><p></p><p></p><p>I went and checked it out. First of all, the good stuff: great NPC concept. I love the idea - very original. I can't stress that enough, because it's good enough to make me want to use it despite the problems I discuss in the next three paragraphs.</p><p></p><p>Unfotunately, the location didn't look like it'd be much use without the NPC - a failing that seems to be entirely too common in this contest. They were tied too closely together. Maybe a better choice would have been to have the hermit living in an unusual area, and discussing that rather than detailing his cabin.</p><p></p><p>Also, I didn't care much for some of the rules you used - they seemed rather arbitrary. For example: Why does the fire blast not allow a reflex save if you are in the center, when a much larger fireball or even a flame strike does? (And what is the effect of making the save?) What makes the NPC's belief so strong that it can counter magic and even cause damage to characters? </p><p></p><p>I think that there are probably ways that these things could have been handled that would be within the scope of the existing rules, which is IMHO always preferable, if only for having the suport of the rules during unexpected interaction. (For example, what's the effect of an <em>anti-magic shell</em> on the Reality Quake? I have no idea, since it's not even listed as a specific "type" of power - Extraordinary, Spell-like, or Supernatural.)</p><p></p><p>On the whole, though, it at least inspired me to start thinking about it, which is . Now if the "belief abilities" were an aspect of the location...hmm...</p><p></p><p>(scribble)</p><p></p><p>J</p></blockquote><p></p>
[QUOTE="drnuncheon, post: 74817, member: 96"] If you really want it... I went and checked it out. First of all, the good stuff: great NPC concept. I love the idea - very original. I can't stress that enough, because it's good enough to make me want to use it despite the problems I discuss in the next three paragraphs. Unfotunately, the location didn't look like it'd be much use without the NPC - a failing that seems to be entirely too common in this contest. They were tied too closely together. Maybe a better choice would have been to have the hermit living in an unusual area, and discussing that rather than detailing his cabin. Also, I didn't care much for some of the rules you used - they seemed rather arbitrary. For example: Why does the fire blast not allow a reflex save if you are in the center, when a much larger fireball or even a flame strike does? (And what is the effect of making the save?) What makes the NPC's belief so strong that it can counter magic and even cause damage to characters? I think that there are probably ways that these things could have been handled that would be within the scope of the existing rules, which is IMHO always preferable, if only for having the suport of the rules during unexpected interaction. (For example, what's the effect of an [i]anti-magic shell[/i] on the Reality Quake? I have no idea, since it's not even listed as a specific "type" of power - Extraordinary, Spell-like, or Supernatural.) On the whole, though, it at least inspired me to start thinking about it, which is . Now if the "belief abilities" were an aspect of the location...hmm... (scribble) J [/QUOTE]
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