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The Defenestrator AesophDarkfable Warlord
 5628 Posts




 | | 05/16/2005 12:45 PM |
| quote: Originally posted by galneweinhaw
quote: Originally posted by AesophDarkfable
Two question I wanted some clarification on.
1st. do you have to be a druid to take the beastmaster +2 warlord feat
2nd. Can you put a second commander in your band from the points or do you have to wait until one of your lt. qualify to get one?
1 - You must already have the Beastmaster ability (as the feat is Improved Beastmaster)
2 - Yes you can (subject to normal campaign limitations, ie he can't have a higher commander rating than your warlord.)
Cool. Dag nab on the Beastmaster I was picturing Snig with Beastmaster 2 and a horde of rats hitting for 10 damage each. | | Im out- find me on Hordelings if you want to chat. | |
| The Defenestrator AesophDarkfable Warlord
 5628 Posts




 | | 05/18/2005 12:46 AM |
| | Incorperal while moving? Just means can move through walls etc? What about AoOs for moving? | | Im out- find me on Hordelings if you want to chat. | |
| rgrayua Sergeant
 400 Posts




 | | 05/19/2005 5:02 PM |
| | How about this as a rules change? A 20 (critical success) on Initiative automatically wins and a 1 (critical failure) automatically loses. I bring this up because as some of the warlords advance, it becomes nearly impossible for a lower level warlord to ever win initiative. At least that way there would at least be a chance. Ties (i.e. both players roll a 20 or 1) would be resolved as normal. | | | |
| Takasi Warrior
 287 Posts




 | | 05/19/2005 5:19 PM |
| Incorporeal creature still provoke AoO, but they have Conceal 11. If you have an incorporeal-while-moving item (as my Half-Giant Psychic Warrior did last week) then you can move away, provoking an AoO, but you have Conceal 11.
Can't wait to try out Inspired Frenzy with THAT! [:D] | | | |
| TKort Sergeant
 583 Posts




 | | 05/21/2005 9:35 PM |
| I'll bring up something I more or less said before, in regards to the Warlord Levelling topic:
The Support Troop system is there to balance out the increased power of a higher level warlord.. if you change the system so that the warlord's cost goes up instead, that's fine, but then the support troop system would have to be scrapped instead..
Problem is that support troop numbers are relative to the DIFFERENCE in warlord levels, whereas a fixed cost-increase of a warlord would not take into account who you are up against, and the primary problem still exists: a warlord that isn't that great to start with then doesn't get AS MUCH better as they level.. since now they also become costly.
Bertha the Dwarf Sergeant is again a good example.. the advantage of taking a slightly weaker warlord (30 points instead of 35) at the beginning, is that you can start with some tougher sidekicks at the lower level matches. She is still good that way because she doesn't take up too much space in the warband and I can try to make something workable around her.. if she got more expensive.. it would basically just start restricting my options and I'd get even more behind. I really don't see her as having increased in value to my band very much at all since level 1.. she is a higher level, yes, so now she has to face stronger opponents (because the games are higher points) and if the opponent is lower level than her.. then they get to bring extra reinforcements with them too!
Let me again compare increased spellcasters to increased warriors in another way.. all that a warrior gains is another +1 to hit.. a spellcaster can gain a whole new type of attack all together. Yes it's just once per battle.. but as Rgrayua mentioned: most battles don't last that long that you would deplete your spells. Last match Tullywi had a Fireball with his Bladesinger.. he never even used it, but it influenced my every move the whole game. I guarantee you he never once thought to himself "ahh.. now I must remember Bertha will be +9 on attack now, not +8 anymore.. have to make sure I have a guy to deal with that in my warband tonight.."
woops .. i did just have an interesting thought though: I don't know if it will work I haven't "run the numbers" :) I was thinking about the rebuttal to what I was saying about some warlords being at the short end of the stick, it would be something like this: "well, some warlords are just not as good as others, you should have picked a better one" .. that sucks for a campaign like this, because that means that everyone should just pick the best 2 or 3 commanders (which are probably the broken ones, after all). But maybe, just maybe, there is the possibility of balancing them out at creation. If there's any chance the the minis are actually reasonably well balance on points, then in theory it could be possible to balance the warlords by increasing them all to a fixed point level at the time they become a warlord, and for each point increase we assign a certain amount of "upgrades", so that, say, all warlords start at 40 points even though they were 35-points-max to start. Unfortunately this might need to be done on a mini-by-mini basis to make it truly balanced, and might be more work than it's worth. Like I said someone has to do the numbers :).
Tkort
| | | |
| rgrayua Sergeant
 400 Posts




 | | 05/22/2005 11:22 AM |
| quote: Originally posted by TKort
I was thinking about the rebuttal to what I was saying about some warlords being at the short end of the stick, it would be something like this: "well, some warlords are just not as good as others, you should have picked a better one" .. that sucks for a campaign like this, because that means that everyone should just pick the best 2 or 3 commanders (which are probably the broken ones, after all).
This is an unfortunate aspect of the game in general and I think the campaign rules exacerbate it. Some commanders are just better than others and the campaign rules further this difference. The proposed change would drive that difference even further. As was pointed out, a high level Urthok is sick, giving him the potential to deal even more damage would be nuts. The Bladesinger is another example, Quick Cast with high level spells like Fireball can be a big problem. Whereas, a Dwarf Sergeant may not have as much upside. I suppose that leaves us with either choose one of the better warlords or enjoy the challenge that less optimized warlord offers. It can't be that bad since, despite the criticism of the Dwarf Sergeant, you've done pretty well in the campaign. :) | | | |
| The Defenestrator AesophDarkfable Warlord
 5628 Posts




 | | 05/22/2005 12:47 PM |
| I am confused on some spell progression issues mainly as they apply to Sorcerors.
Take for example Kobold Sorceror. Stat card says he is 5th level. So does this mean he is a 5th level caster? But he can't cast 3rd level spells.. so where does he begin on 1-15b spell progression levels? 3rd level caster or 5th? are we treating sorceror levels same as wizard levels (for example RPG sorceror doesnt get new spell level until level 6.) | | Im out- find me on Hordelings if you want to chat. | |
| rgrayua Sergeant
 400 Posts




 | | 05/22/2005 5:47 PM |
| quote: Originally posted by AesophDarkfable
I am confused on some spell progression issues mainly as they apply to Sorcerors.
Take for example Kobold Sorceror. Stat card says he is 5th level. So does this mean he is a 5th level caster? But he can't cast 3rd level spells.. so where does he begin on 1-15b spell progression levels? 3rd level caster or 5th? are we treating sorceror levels same as wizard levels (for example RPG sorceror doesnt get new spell level until level 6.)
I was confused on this as well at first. He is not a 5th level caster. Casters capable of casting 2n level spells start at spell progression level 2, where ones capable of casting 3rd level spells start at spell progression level 5. The sorceror then moves up levels from that point learning new spells of the appropriate level. | | | |
| Zippy Underboss
 1993 Posts



 Whitewater, WI
 | | 05/22/2005 5:51 PM |
| Kobold Sorcerer is "Capable of casting 2nd level spells", so he starts (at zero warlord level) as spell progression level 2. When he gains a level (becomes a warlord level 1 creature), he becomes spell progression level 3, gaining either: 1) an additional 1st level spell to choose from (but still casts only 3 1st level spells), or 2) an additional 1st level casting slot but no new spells to choose from, giving him 4 1st level casts.
At warlord level 3, he'll get a 3rd level spell, and since it's a new level he does get a new spell to choose from and a single casting of that spell.
So for a Kobold Sorcerer at 3rd warlord level, its spells might look like this: [][][Σst {MM, MW, RoE} [] 2nd {fireburst, Melf's} [] 3rd {fireball}
or like this: [][][][Σst {MM, MW} [][] 2nd {fireburst} [] 3rd {Haste}
There are many other combinations possible as well, of course. | | There are 10 kinds of people in the world; those who understand binary, and those who don't. Reference Thread, H/W List, Champion of the Catoblepas | |
| The Defenestrator AesophDarkfable Warlord
 5628 Posts




 | | 05/22/2005 7:11 PM |
| quote: Originally posted by galneweinhaw
quote: Originally posted by Richard II
1) Does drinking a potion replaces attacks?
2) Who do I have to bribe to get spells added to the takeable lists? [:)] Specifically the Grim Necromancer's Summon Undead III?
1. yes
2. Post any additions or changes you want to see in this thread. I was originally only sticking with spells that are in the players handbook, but that is up for debate too =). Actually, I would appreciate if someone could posrt a compilation of all the new PHB spell from deathknell so I can add them.
Also, I have been waiting for more psionic powers before I added psionic to the spell progression.... think we have enough now? anyone interested in converting some of the powers from the Psionics HB to DDM?
After memorial day when I finish my comps. I would be more than willing to do the Psionic conversion.
Also the lesser orb spells needed added to arcane, the other I was wondering about was expeditious retreat? was that left off on purpose?
Someone noted a few of the couatl spells. I don't think adding them to mass available is a good idea. First he casts arcane, but has access to druid/cleric spells (snakes swiftness, cures) so that is a bad idea all round. Second, I am for sure against adding the Empowered spells as mass available. you need a feat/item to do that I think other than those that have them like lich/AW/Couatl. | | Im out- find me on Hordelings if you want to chat. | |
| AngryIrish Warrior
 313 Posts




 | | 05/22/2005 7:37 PM |
| Well, we already have the empowered magic missle.
As for psionics, i'd love to have some more for my blue. I'm gonna try to work him up to be a warlord. Yeah, thats right, i said it. A Blue warlord. How much would that rock? | | "I'm feelin pretty good today. I don't think anything could make me angry" "The English" "AAAAARRRRGGGGGG" | |
| The Defenestrator AesophDarkfable Warlord
 5628 Posts




 | | 05/22/2005 7:46 PM |
| quote: Originally posted by AngryIrish
Well, we already have the empowered magic missle.
As for psionics, i'd love to have some more for my blue. I'm gonna try to work him up to be a warlord. Yeah, thats right, i said it. A Blue warlord. How much would that rock?
Well Ill be, didnt see the Empowered missile on the list. Well then I rescind my earlier statement and am all for it. ;)
I will get to a psionic list, I thought itd be cool to build Baldy or Ragnara up as a Lt. too, so I think a good list is in line. | | Im out- find me on Hordelings if you want to chat. | |
| The Defenestrator AesophDarkfable Warlord
 5628 Posts




 | | 05/22/2005 9:30 PM |
| ok looking at psionic book this could be tough. To be able to advance psionics we need to make a decision similar to sorcerors. I see a few options:
1) They can choose a certain amount of power points (how many Im not sure. 3? 5?) or they can choose a power not both.
2) Because of the scalable nature of psionics when converting powers I(/whoever else does) will just have to decide which are prescaled not. For example I have Demoralize 3pp (scaled 2pp up which means they have to be a third level manifester to do it) The issue with scaling powers is that for example if I were to put vigor scaled to 2pp on the list. Its a first level power, but you can't use it unless your second level in RPG. Should we keep this from the RPG in or ignore it?
2a) make all powers not scaled and at base level (which makes most of them weak and pathetic.
I've got a solid list of ideas, but I think before powers are coverted there needs to be a set system of how to get PP, what scaling if any powers will have built in. | | Im out- find me on Hordelings if you want to chat. | |
| Zippy Underboss
 1993 Posts



 Whitewater, WI
 | | 05/23/2005 1:00 PM |
| How about psionics following a progression similar to sorcerer spells, where psionic effect pp equates to spell level...
If we assume 1 pp roughly equivalent to a 1st level spell:
Psi...........................Creature Prog.....PP.............Starting Level....Gained.....Psi Prog Level 1...........1................creature's best effect is 1pp 2...........2 3...........1................creature's best effect is 2pp 4...........2 5...........3 6...........1................creature's best effect is 3pp 7...........2 8...........3 9...........4................creature's best effect is 4pp 10........1
Psionic Effects Available and their costs PP...Effect 4....Mind Thrust (range 6; 35 damage, living creatures only; DC 15 negates) 3....Specified Energy Adaption (self; Resist 10 to chosen energy type) 1....Mind thrust (sight; 5 damage; DC 13 negates) 1....psionic charm (range 6; Confusion, Humanoid only, ends after target creature’s next turn; DC 13) etc.
You spend PP gained at each level on new effect(s), more pp, or a combination thereof. Since MM can't be upgraded to EMM currently, I see no compelling reason to allow upgrades on psionics like mind thrust - treat each level as a separate psionic effect. No banking of pp points, spend or lose.
Another simple option is giving psionic creature spells, starting as a level zero caster and working up through sorcerer levels. | | There are 10 kinds of people in the world; those who understand binary, and those who don't. Reference Thread, H/W List, Champion of the Catoblepas | |
| lurch_E_bean Underboss
 1058 Posts




 | | 05/23/2005 1:59 PM |
| | Well, for that augmented Mind Thrust, you have to keep in mind that was for the Catfolk Wilder, and I believe Wilders get boosted augmenting. A normal psion with a 4pp Mind Thrust would do 4d10 damage, which would average to 20. Another interesting thing is the restrictions that are put onto the augmented Mind Thrust, which I'm assuming is to balance it's shear damage potential. Regular Mind Thrust has no restrictions and is range sight, but the Wilder's mega-Mind Thrust is range 6 and living creatures only. I'll post the work up I did so far for psionic powers and psychic warrior powers. It's not a lot of powers (maybe 3-6 per level) but it's a start. | | Successful Trades (31) | Trades Pending (0) 12th Place in the 2005 Nationals, and I owe it all to the Minis Training Montage. Champion of Celestial Giant Stag Beetles | |
| lurch_E_bean Underboss
 1058 Posts




 | | 05/23/2005 2:35 PM |
| quote: Originally posted by Zippy
How about psionics following a progression similar to sorcerer spells, where psionic effect pp equates to spell level...
If we assume 1 pp roughly equivalent to a 1st level spell:
Psi...........................Creature Prog.....PP.............Starting Level....Gained.....Psi Prog Level 1...........1................creature's best effect is 1pp 2...........2 3...........1................creature's best effect is 2pp 4...........2 5...........3 6...........1................creature's best effect is 3pp 7...........2 8...........3 9...........4................creature's best effect is 4pp 10........1
This is pretty much what I had in mind, except instead of 1, 2, 3, and 4 power points gained, it should be 1, 3, 5, and 7, as those are the number of power points to use a power of that level. | | Successful Trades (31) | Trades Pending (0) 12th Place in the 2005 Nationals, and I owe it all to the Minis Training Montage. Champion of Celestial Giant Stag Beetles | |
| Zippy Underboss
 1993 Posts



 Whitewater, WI
 | | 05/23/2005 3:13 PM |
| | Of course another option is straight 2 or 3 pp per level, let the creature bank points, so if you want a higher level effect, you'll have to save up for it. | | There are 10 kinds of people in the world; those who understand binary, and those who don't. Reference Thread, H/W List, Champion of the Catoblepas | |
| lurch_E_bean Underboss
 1058 Posts




 | | 05/24/2005 2:11 PM |
| Well, here's the list of psion and psychic warrior powers I made up. It's a start, I suppose everyone can let me know if something is grossly overpowered.
Psion Powers
1st crystal shard 1 pp (range 6, 5 damage, ignore spell resistance) defensive precognition 1 pp (self, +1 AC and +1 save) dissipating touch 1 pp (touch, 5 damage) entangling ectoplasm (range 6, entangle, DC 13) mind thrust 1 pp (sight, 5 damage, DC 13 negates) psionic charm 1 pp (range 6, confusion, Humanoid only. Ends after target creature's next turn; DC 13) psionic daze 1 pp (range 6; Stun Humanoid of level 4 or below; DC 13)
2nd astral construct 3 pp (summon astral constucts of total cost 10 or less) concealing amorpha 3 pp (self; gain conceal 6) energy push 3 pp (sight; 10 energy damage [specified when casting] and push target creature 1 square; DC 14) energy stun 3 pp (range 6; radius 2; 5 energy damage [specified when casting] and stun; DC 14) mind thrust 3 pp (range 6; 15 damage, DC 14 negates) specified energy adaption 3 pp (self; Resist 10 to chosen energy type) swarm of crystals 3 pp (cone; 10 damage; DC 14)
3rd astral construct 5 pp (summon astral constructs of total cost 20 or less) body adjustment 5 pp (self; heal 10 damage) energy bolt 5 pp (line 12; 20 energy damage [specified when casting] DC 15) mental barrier 5 pp (swift action; self; gain AC +4 until the end of your next turn) mind thrust 5 pp (range 6, 30 damage, living creatures only, DC 15 negates) psionic blast 5 pp (cone; stun; DC 15) touchsight 5 pp (self; gain blindsight)
4th empathic feedback 7 pp (self; when this creature takes damage from a melee attack, attacker takes 5 damage) mindwipe 7 pp (range 6; target creature gains attack -2 and save -2; DC 16) psionic dimension door 7 pp (self; move this creature to any square it can see any part of)
Psychic Warrior Powers
1st burst 1 pp (self; +2 speed this turn, swift action) defensive precognition 1 pp (self, +1 AC and +1 save) metaphysical weapon 1 pp (touch, target creature gains attack +1, ignores DR) offensive precognition 1 pp (self; attack +1) prevenom weapon 1 pp (self; damage +poison Γ damage when target creature activates, DC 13], next attack)
2nd body equilibrium 3 pp (self; ignore difficult terrain) concealing amorpha 3 pp (self; gain conceal 6) dissolving weapon 3 pp (self; damage +15 acid, next attack) hustle 3 pp (self; +6 speed this turn, swift action) psionic lion's charge 3 pp (self; gain pounce this turn, swift action) specified energy adaptation 3 pp (self; Resist 10 to chosen energy type)
3rd dimensional slide 5 pp (self; slide 6 squares) exhalation of the black dragon 5 pp (range 6; 10 acid damage) mental barrier 5 pp (self; gain AC +4 until the end of your next turn, swift action) offensive prescience 4 pp (self; damage +5)
4th biofeedback 7 pp (self; gain DR 5) psionic dimension door 7 pp (self; move this creature to any square it can see any part of)
| | Successful Trades (31) | Trades Pending (0) 12th Place in the 2005 Nationals, and I owe it all to the Minis Training Montage. Champion of Celestial Giant Stag Beetles | |
| The Defenestrator AesophDarkfable Warlord
 5628 Posts




 | | 05/24/2005 3:10 PM |
| | They look good. The 30 damage mindthrust is off though because it comes from the wilder which has its Surge built in. A psion with a mindthurst at same level would have less damage. | | Im out- find me on Hordelings if you want to chat. | |
| jjbeezer Sergeant
 633 Posts




 | | 05/25/2005 9:00 AM |
| I have a question about flame strike and Ice Storm.
Flame Strike: 15 magic + 15 fire, dc 16
On a successful save is it 15/2=5 + 15/2=5, or is it 15 + 15/2=5. To sum up, does FS with a made save do 10 damage or 20 damage (assuming no resistances)
Ice storm: 15 dam + 10 cold, dc 16
On a successful save is it 15/2=5 + 10/2=5 or is it 15 + 10/2=5 To sum up, does IS with a made save do 10 damage or 20 damage (assuming no resistances)
Since these spells were adapted from the RPG, how do they work in the RPG, and how similar do we want them in the Eternal campaign? | | | |
| rgrayua Sergeant
 400 Posts




 | | 05/25/2005 10:19 AM |
| quote: Originally posted by rgrayua
Magic Item/Spells Questions: (1) Scrolls--Must the caster already know the spell to be put on a scroll, or can any spell of the appropriate level be on the scroll? (2) Invisibility--Is casting an offensive spell or using a special ability an "attack" ending the invisibility?
These questions were never answered, so I'll ask them again. Any help? I think the answer to (1) is they must already know the spell. | | | |
| jjbeezer Sergeant
 633 Posts




 | | 05/25/2005 10:55 AM |
| 1) My understanding of the scroll is that you duplicate one of the spells you know onto the scroll. When you cast from the scroll, it does not erase the spell you normally have to cast. If the scroll is usable in your next match, you can pick out a different spell (that you already know) and have it be on the scroll for that battle.
(ex. You know one casting of Melf's Acid Arrow. You choose to put Melf's on your scroll. Now you can cast Melf's twice in the match with one of the castings having the appropriate ability from the scroll.)
Thinking about it as I typed, this doesn't quite seem right. Our scrolls add an effect to an existing spell. So maybe they were only intended to augment the spell you cast and that spell still comes off your useable spell list.
How have others been playing with scrolls?
2) An offensive spell or special ability ends an invisibility effect. This does not include healing spells, buffing spells used on your party, or summoning spells. A spell like Ray of Enfeeblement would end the invisibility, even though it does not do damage. | | | |
| lurch_E_bean Underboss
 1058 Posts




 | | 05/25/2005 4:59 PM |
| quote: Originally posted by AesophDarkfable
They look good. The 30 damage mindthrust is off though because it comes from the wilder which has its Surge built in. A psion with a mindthurst at same level would have less damage.
That was 35 damage and it was only 4pp. But now that you mention it, it should be 25 damage instead (5d10 ~ 22.5). I'll fix that. | | Successful Trades (31) | Trades Pending (0) 12th Place in the 2005 Nationals, and I owe it all to the Minis Training Montage. Champion of Celestial Giant Stag Beetles | |
| lurch_E_bean Underboss
 1058 Posts




 | | 05/25/2005 5:04 PM |
| | Nope, I'm an idiot. 5pp = 5d10, (5 + 50) / 2 = 27.5, which rounds up to 30. Changing back... | | Successful Trades (31) | Trades Pending (0) 12th Place in the 2005 Nationals, and I owe it all to the Minis Training Montage. Champion of Celestial Giant Stag Beetles | |
| Zippy Underboss
 1993 Posts



 Whitewater, WI
 | | 05/25/2005 7:42 PM |
| The scrolls I see in the list add a casting attribute (quick, empower, etc.), meaning the scroll applies to whichever spell the creature can already cast and chooses to augment with the scroll's effect. The EC rules footnotes describe when the scroll is consumed or not, and imply a scroll augment is applied to a chosen spell as cast.
Thus for a scroll you need not assign a spell to it, nor do you gain an extra casting of a spell. | | There are 10 kinds of people in the world; those who understand binary, and those who don't. Reference Thread, H/W List, Champion of the Catoblepas | |
| rgrayua Sergeant
 400 Posts




 | | 05/25/2005 10:28 PM |
| quote: Originally posted by Zippy
The scrolls I see in the list add a casting attribute (quick, empower, etc.), meaning the scroll applies to whichever spell the creature can already cast and chooses to augment with the scroll's effect. The EC rules footnotes describe when the scroll is consumed or not, and imply a scroll augment is applied to a chosen spell as cast.
Thus for a scroll you need not assign a spell to it, nor do you gain an extra casting of a spell.
That wasn't my understanding or the way I've seen everyone else play scrolls. I feel confident that it gives you an additional casting of a spell not just the enhanced effect.
I believe it is correct that it has to be a spell you already know, but on a scroll that is not used up does the spell inscribed have to stay the same? For instance, can it be Melf's Acid Arrow one week and then Sniloc's Snowball Swarm the next, or must it remain Acid Arrow? | | | |
| AngryIrish Warrior
 313 Posts




 | | 05/25/2005 11:20 PM |
| | so with new psion powers, can they gain more PP or would they have to go with what they had, or is it kinda like a sorcerer progression. Choose new spell(power) or more PP's | | "I'm feelin pretty good today. I don't think anything could make me angry" "The English" "AAAAARRRRGGGGGG" | |
| E.C. Organizer galneweinhaw Commander
 2646 Posts




 | | 05/26/2005 2:52 AM |
| Scrolls:
At the time of use you may choose to cast one of the spells you already know (with level restrictions based on whether the scroll is minor or major). The spell you cast with the scroll does not use up one of your spell slots, and it gains the bonuses described by the type of scroll it is. If the scroll is not destroyed (as explained in the EC rules) then the next time it is used a different spell may be chosen.
Hope this clears things up =) | | Join the Eternal Skirmish Campaign.
Be who you are and say what you feel, because those who mind don't matter and those who matter don't mind. ~Dr Seuss | |
| E.C. Organizer galneweinhaw Commander
 2646 Posts




 | | 05/26/2005 3:12 AM |
| quote: Originally posted by jjbeezer
I have a question about flame strike and Ice Storm.
Flame Strike: 15 magic + 15 fire, dc 16
On a successful save is it 15/2=5 + 15/2=5, or is it 15 + 15/2=5. To sum up, does FS with a made save do 10 damage or 20 damage (assuming no resistances)
Ice storm: 15 dam + 10 cold, dc 16
On a successful save is it 15/2=5 + 10/2=5 or is it 15 + 10/2=5 To sum up, does IS with a made save do 10 damage or 20 damage (assuming no resistances)
Since these spells were adapted from the RPG, how do they work in the RPG, and how similar do we want them in the Eternal campaign?
oo, good question. In RPG it is 1/2 physical dmg and 1/2 fire damage (not two seperate rolls) so that's not gonna help us since we need multiples of 5.
20 damage when saved is too much compared to the other 4th level spells such as Chaos Hammer which is very similar.
So when a save is made:
Fire Strike: 5 + 5 fire Ice Storm: 5 + 5 ice
I believe this keeps them in balance with the other 4th level spells. | | Join the Eternal Skirmish Campaign.
Be who you are and say what you feel, because those who mind don't matter and those who matter don't mind. ~Dr Seuss | |
| The Defenestrator AesophDarkfable Warlord
 5628 Posts




 | | 05/27/2005 11:44 PM |
| So I had an idea that w
Power ideas-
Psion
Level 1 Deceleration- Medium or smaller targets speed is halved. Range 6. DC 13 negates, 1pp
Level 2 Dimension Swap- You switch the position between any two allies within range 6 (including yourself) - 3pp
Level 3 Empathic Transfer, Hostile- Touch, Tranfer up to 50pts of damage you have taken to target creature. You heal up that much damage DC 15 negates, 5pp. | | Im out- find me on Hordelings if you want to chat. | |
| The Defenestrator AesophDarkfable Warlord
 5628 Posts




 | | 06/03/2005 2:07 AM |
| | Can rangers that don't start with spells can spell progression? Like the Dwarf Caver for example? Or Elf Ranger? | | Im out- find me on Hordelings if you want to chat. | |
| Zippy Underboss
 1993 Posts



 Whitewater, WI
 | | 06/03/2005 10:13 AM |
| quote: Originally posted by AesophDarkfable
So I had an idea that w
Power ideas-
Psion
Level 1 Deceleration- Medium or smaller targets speed is halved. Range 6. DC 13 negates, 1pp
Level 2 Dimension Swap- You switch the position between any two allies within range 6 (including yourself) - 3pp
Level 3 Empathic Transfer, Hostile- Touch, Tranfer up to 50pts of damage you have taken to target creature. You heal up that much damage DC 15 negates, 5pp.
I am concerned with these additions - half speed even with low save is a HUGE effect and should be a level 2 effect. Baleful transposition was so useful it got the Drider banned. This opens that can of worms back up. I would not include it. The transposition spells are notably not available on the spell progression list, and should not by that logic be available here. As for a psionic effect equivalent of a level 3 spell that does 50 damage and heals 50, well, compare to Cure Serious Wounds and this should be a 5th or 6th level effect in DDM, or change to perhaps a 5 or 10 HP effect.
Looking at the enormous complexity increase here, my official vote is to allow psionic users to gain sorcerer spells instead of making a whole new track that needs to be developed and balanced. The tweaking should be done with playtesting offline rather than here, and the tweaked and balanced end product posted for inclusion. Of course, I will go with majority and / or admin final decision on this topic... | | There are 10 kinds of people in the world; those who understand binary, and those who don't. Reference Thread, H/W List, Champion of the Catoblepas | |
| E.C. Organizer galneweinhaw Commander
 2646 Posts




 | | 06/03/2005 3:34 PM |
| quote: Originally posted by AesophDarkfable
Can rangers that don't start with spells can spell progression? Like the Dwarf Caver for example? Or Elf Ranger?
No.
Which creatures can gain Spell Progression Levels?
Some general rules for spell progression for spell casting minis (since I haven't updated the list in the EC rules):
1. Any creature that has at least one level of a spell casting class (on the RPG side), and can cast at least one spell, can gain SPLs. Creatures that do not have a level of a spell casting class can not gain Spell Progression Levels even if they can cast spells.
2. Creatures that cast spells as "Sorcerers" continue to cast spells as "Sorcerors" (ie Crow Shaman, Half-elf Hexblade, Kobold Sorceror etc.)
3. Rangers may progress in Druidic spells, Paladins progress in Divine spells, and Bards may advance in either Arcane or Divine (one or the other, not both)
Hope this helps =) | | Join the Eternal Skirmish Campaign.
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| The Defenestrator AesophDarkfable Warlord
 5628 Posts




 | | 06/03/2005 8:27 PM |
| quote: Originally posted by Zippy
quote: Originally posted by AesophDarkfable
So I had an idea that w
Power ideas-
Psion
Level 1 Deceleration- Medium or smaller targets speed is halved. Range 6. DC 13 negates, 1pp
Level 2 Dimension Swap- You switch the position between any two allies within range 6 (including yourself) - 3pp
Level 3 Empathic Transfer, Hostile- Touch, Tranfer up to 50pts of damage you have taken to target creature. You heal up that much damage DC 15 negates, 5pp.
I am concerned with these additions - half speed even with low save is a HUGE effect and should be a level 2 effect. Baleful transposition was so useful it got the Drider banned. This opens that can of worms back up. I would not include it. The transposition spells are notably not available on the spell progression list, and should not by that logic be available here. As for a psionic effect equivalent of a level 3 spell that does 50 damage and heals 50, well, compare to Cure Serious Wounds and this should be a 5th or 6th level effect in DDM, or change to perhaps a 5 or 10 HP effect.
Looking at the enormous complexity increase here, my official vote is to allow psionic users to gain sorcerer spells instead of making a whole new track that needs to be developed and balanced. The tweaking should be done with playtesting offline rather than here, and the tweaked and balanced end product posted for inclusion. Of course, I will go with majority and / or admin final decision on this topic...
I can see where you are coming from. I was just throwing these out there as powers of the given level that converted well to strategy. Those are all at the minimum power level too.
The idea of doing sorceror spells+ maybe the known and already creted psion power list might not be bad. Or just ruling that the nature of psions (and the scaleable abilities, wilders, etc) might just be to complex to add at this time. | | Im out- find me on Hordelings if you want to chat. | |
| The Defenestrator AesophDarkfable Warlord
 5628 Posts




 | | 06/05/2005 2:55 AM |
| quote: Originally posted by galneweinhaw
Which creatures can gain Spell Progression Levels?
Some general rules for spell progression for spell casting minis (since I haven't updated the list in the EC rules):
1. Any creature that has at least one level of a spell casting class (on the RPG side), and can cast at least one spell, can gain SPLs. Creatures that do not have a level of a spell casting class can not gain Spell Progression Levels even if they can cast spells.
Ok, The Dwarf Caver has spells: 1st-longstr on the RPG side. He has obviously cast it on himself (as he has move 5). Does this mean he can gain spell progression? By above it has at least one level of a spell casting class, but does the second "can cast at least one spell" take him out? | | Im out- find me on Hordelings if you want to chat. | |
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