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Truenamer in play?
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<blockquote data-quote="airwalkrr" data-source="post: 3300714" data-attributes="member: 12460"><p>Nevertheless, 30% chance of failure is not bad, especially considering that some truenamer effects are pretty powerful. After succeeding once, you have a 40% chance, then a 50% chance, and so forth. Chances are you can use any one utterance several times before it gets really difficult to use.</p><p></p><p>As I see it, playing a truenamer requires careful planning, much like playing a character with prepared spells requires careful planning. First of all, a truenamer needs to avoid using his most powerful utterances until critical moments arrive in order to prevent the Law of Resistance from interfering with his ability to use those utterances when he really needs them. A truenamer's first action in important battles should almost always be universal aptitude to give themselves a +5 to truespeak. Since your own truename is a bit easier to say, you should usually be able to accomplish this. Truenamers also benefit from having a bard in the party or a cohort to inspire competence and cast heroism and greater heroism on them. Even without such a character, the truenamer would be well-advised to keep some scrolls of heroism and greater heroism available for use with Use Magic Device.</p><p></p><p>There are many ways of improving one's truespeak skill to make the DCs manageable. The truenamer is not a warlock. He was not intended to be. His utterances are more powerful than most warlock invocations and he gets more of them, but he pays a price. Utterances are not 100% reliable. It is a skill-based magic system, and I think it works fairly well, even if I haven't played one. According to my thought exercises, truenamers will rarely, if ever, run out of steam completely. Most of the time, they will have utterances available that are reasonably reliable and in dire situations, they can use certain abilities to boost their truespeak immensely. Even if they can no longer use their utterances they still have a skill list that includes Use Magic Device (staffs are great), and decent fighting ability. Also bear in mind that they can use a number of their buffs outside of combat by simply taking 10.</p></blockquote><p></p>
[QUOTE="airwalkrr, post: 3300714, member: 12460"] Nevertheless, 30% chance of failure is not bad, especially considering that some truenamer effects are pretty powerful. After succeeding once, you have a 40% chance, then a 50% chance, and so forth. Chances are you can use any one utterance several times before it gets really difficult to use. As I see it, playing a truenamer requires careful planning, much like playing a character with prepared spells requires careful planning. First of all, a truenamer needs to avoid using his most powerful utterances until critical moments arrive in order to prevent the Law of Resistance from interfering with his ability to use those utterances when he really needs them. A truenamer's first action in important battles should almost always be universal aptitude to give themselves a +5 to truespeak. Since your own truename is a bit easier to say, you should usually be able to accomplish this. Truenamers also benefit from having a bard in the party or a cohort to inspire competence and cast heroism and greater heroism on them. Even without such a character, the truenamer would be well-advised to keep some scrolls of heroism and greater heroism available for use with Use Magic Device. There are many ways of improving one's truespeak skill to make the DCs manageable. The truenamer is not a warlock. He was not intended to be. His utterances are more powerful than most warlock invocations and he gets more of them, but he pays a price. Utterances are not 100% reliable. It is a skill-based magic system, and I think it works fairly well, even if I haven't played one. According to my thought exercises, truenamers will rarely, if ever, run out of steam completely. Most of the time, they will have utterances available that are reasonably reliable and in dire situations, they can use certain abilities to boost their truespeak immensely. Even if they can no longer use their utterances they still have a skill list that includes Use Magic Device (staffs are great), and decent fighting ability. Also bear in mind that they can use a number of their buffs outside of combat by simply taking 10. [/QUOTE]
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