Deleted
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Post by Deleted on Feb 12, 2017 16:39:27 GMT
I can't open .docx. Could you possibly make a PDF version? x
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Post by brumguvnor on Feb 12, 2017 16:56:02 GMT
Well... It's Ragnarok - the apocalypse of the Norse gods. Hecate, a Greek goddess asks you to protect her last remaining worshipper in this world and she'll help you get insane powers to do it. Here's the rules in PDF. Ragnarok v1.pdf (634.32 KB)
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Post by Kristian on Feb 12, 2017 17:51:08 GMT
Can we have any tips about the focus of the game? For instance in Empyrean a lot of things relied on negotiation and/or making money. In D&D it was often tw*t/heal. In AoS it's often perception checks. You really shouldn't overthink the Perception skill in AoS too much, because more often than not there is nothing extra to find For example lets say that your character is searching a house with 4 rooms - and there is a secret trapdoor in room 2. If I only ask for a perception test in room 2, then you (the player) will know that there is something to be found in room 2. Whereas, if I make you roll a perception test every time you search/listen for something (regardless of whether there is anything to find or not) then you (the player) won't know if it was just an empty room or if there really is something hidden inside (assuming you've failed the 'perception' roll - obviouly if you pass the test you'll have a better idea ). Other times there might just be an extra snippet of info that you glean by making a successful perception test (like how in the real world* you might hear someone talking in the next room ...but if you really pay attention you can just about make out what they are talking about). Most games/GM's will do the same from time to time.
*I'm not 100% sure what this is, but I've heard people talk about it.
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Post by brumguvnor on Feb 12, 2017 17:59:26 GMT
Something I like to do with perception checks is not to set a number that if you hit it you pass, but simply make it so the player with the highest roll is the only one who noticed it... So you have the added fun of just one person knowing and they could choose to keep it secret if they wanted to...
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Post by Deleted on Feb 12, 2017 18:16:55 GMT
Something I like to do with perception checks is not to set a number that if you st it you pass, but simo,y make it so the player with the highest roll is the only one who noticed it... So you have the added fun of just one person knowing and they could choose to keep it secret if they wanted to... And that would be whispered in the person's ear/a note/they're drawn aside, so only they know it IRL too
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Post by brumguvnor on Feb 12, 2017 18:29:56 GMT
Zactly! And that way they have to convey the info to the rest of the party too.
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Post by Deleted on Feb 12, 2017 19:00:08 GMT
'Say you get jumped by a pack of goblins and you have level 4 in Force: after 1 round of concentration you can kill a goblin per turn. If there are more than 5 of them and they will take 4 turns to get to you, you’re in Big Trouble. You will have spent 4 from your daily mana pool and your force sphere will be active for the entire duration of the fight.'
Can we change this bit? Can we make it that you can turn your sphere off at will?
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Post by brumguvnor on Feb 12, 2017 19:23:53 GMT
Thats kinda how it works... You call your sphere to mind with however much mana you want behind it: your default state is that it is not on and you have to put mana into it to use it...
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gilbo
2019 Group
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Post by gilbo on Feb 12, 2017 19:57:48 GMT
Thanks for putting up the rules. If I want to be able to change my shape and the shapes of others and objects is 'transmutation' an acceptable sphere?
If the other spheres are things like 'life' and 'stone' then I suppose those allow you to manipulate that material. For example if I picked stone I would be able to use stone shape, wall of stone, move earth, hail of stones, etc. You could change a stone into a bridge? If you picked 'life' that seems a bit more powerful.
So with transmutation would I be able to change a stone into a bridge, a sword, a goblin? Myself into a giant? Or would this sphere be more like life as I am changing one species into another?
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Post by brumguvnor on Feb 12, 2017 20:05:29 GMT
I'd say that the "flesh" sphere covers changing your own shape and that of others - with the benefit that it would also offer healing too: you could make yourself fitter, stronger and even adjust your senses to make them sharper... - you could make it so people were better adjusted to environmental conditions and got more out of each amount of food.
Transmutation to me would cover non living things... So you could change one thing into another but not change it's shape. Stone would let you do all that you said though.
Transmutation would let you change any one thing into any other: stone into metal, mud into stone, metal into plastic which you can then shape and then turn back into metal... - it would let you mend and strengthen anything. All level 6 spheres let you kill monsters: with transmutation you could turn their blood into acid or their heads into stone.
One thing you can not do with transmutation though is create life... - at least not below level 10...
As already mentioned I am consciously limiting "catch-all" spheres like life and matter so that they don't become too powerful and spheres like flesh and stone are not made worthless...
The overview I am trying to get is that withing your sphere you are very strong and capable... - but that your spheres have strict and well-defined limits.
And I hope I am not coming across as too strict here... - just trying to impose structure on what is quite a free-form concept!
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Post by Deleted on Feb 13, 2017 0:16:15 GMT
Strict is good!(ooh errr.) ) I'm appreciating all the hints and tips.
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Post by brumguvnor on Feb 13, 2017 17:12:35 GMT
OK then - now for the non-magical aspects of character creation: I will adopt the usual convention of: roll 4d6 for your stats and discard the lowest, and allocate your points into whatever attribute you want. As for skills and backgrounds... - basically - don't take the piss. I could believe your character was (or still is in the army) and so has good survival and combat skills... - but ex-special forces who've gone on to become freelance super-assassins is not gonna fly... Any of the starting professions in the D20 Modern rulebook should be fine. I have uploaded the rules we are using to www.bryan-talbot.com/stuff/D20_Modern.pdf - let me know when you have downloaded them so I don't have to leave them up there too long.
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Post by pericles on Feb 13, 2017 20:42:09 GMT
Hi Folks,
I like the idea of conceptual spheres and big power.
The concept Null is admittedly overpowered and James is naive in thinking that teleport was the top my ambition. I was thinking in a very abstract sense including but not limited to material concepts. Think what would happen when you dismiss the concept of mathematics from a technological world. How about dismissing force e.g. binding forces. You would need to be very careful dismissing some forces or risk an accidental thermonuclear bomb. Of course null can apply to any other concept i.e. any other power you can think of.
Force is another completely over the top concept. Anyone with basic familiarity with astrophysics would be able to throw gravitational, electromagnetic, strong and weak nuclear forces. Remember most chemistry is dependent upon electromagnetic forces. Manipulating forces to create a wormhole in space time yields teleport.
Luck with an understanding of quantum mechanics is another insanely overpowered concept. If someone has a power that can make something happen there is a finite probability it will happen and with luck you have certainty it will happen i.e. luck can duplicate every power you can think of. An Alice in wonderland moment falling down the rabbit hole teleports me across dimensions and allows me to pick up another set of powers.
All completely legitimate uses of concept and all totally over the top / unbalanced.
On the other hand I see Elemental as described as underpowered compared to a DnD mage and Nature as described as underpowered compared to DnD Druid.
An alternative way of approaching the issue of powers is to declare all powers as trappings similar to the savage worlds system. All powers will affect one or more game mechanic however the description changes based on the power description. The combat mechanics can be distilled to twatting and restoring a feature of an object e.g. Mind Crush (Twat), Healing Day dream (Restore). Fire lance, Fire ball (Twat), Water wall (counter twat) could easily be wall of force or void wall (null counter twat). Restoration is an all encompassing healing and repairing concept.
At the end of the day the core mechanic is an opposed roll, Power A is opposed by power B. Modifiers apply depending on the suitability of the powers A mystic mind shield will be heavily penalised to oppose the fist of an earth elemental.
I am going to stick with my choices of Null and Luck and tack on a low level restoration power in the full knowledge that my aspiration for the wacky interpretation will occur at dramatically appropriate moments by accident and I will never be able to duplicate the feat or feats.
Basic applications of Null Physical Attack nullify part of an object effect or power Physical defence shield nullify an attacking object effect or power (I definitely want to include nullifying force to stop an object or to feather fall)
Depending on the existence of a metaphysical environment and the integration of the environment Mental Attack: total mind wipe Mental Attack: partial mind wipe nullify a memory or part of personality (Issac Assimov Foundation trilogy) Mental defence nullify attacking power
Dissappointing omissions: Nullifying distance e.g. short range teleport (dnd 2nd level misty step). Reach through portal to grab item (remote grab / pick pocket / assassinate) Nullifying distance between two objects (Iron Druid temporary binding effect)
Obscure plot device (never going to happen): A rare moment of insight provides a vision of the poison killing party member. You focus your power on the poison nullifying it and preventing new damage / suspending damage for a short period. Obscure plot device (even less likely to happen): You nullify the passage of time sending XYZ into suspended animation
Basic application of Luck Buff and debuff Critical bad luck - Fall off cliff / Wall falls / meteor strike Divine inspiration - Trip over plot deviceium
Regards
Dave
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Post by brumguvnor on Feb 13, 2017 21:00:15 GMT
Dave: I've already explicitly separated force from energy and electromagnetism... It is now solely and specifically kinetic energy...
And as you've described it, null is exactly equivalent to force. My problem with null is the name and the concept and the vagueness of it... It is not really a college to me and has a very woolly concept... Right now the sphere of force woukd do exactly what you've described and would seem to me to be a better summary... But go with what you want.
But - you are trying to combine force with mind and force and space: that level of mental power is most definitely the realm of the mind sphere... I have no problem with you doing all 3 of these, but you are not getting the spheres of mind and force and space all for the price of one.
You are very powerful in your spheres which is why they need tight definitions and boundaries. Please don't forget: when your sphere is called to mind you have access to every single possible spell in that college. (With certain limits already discussed: no creating life or summoning unlimited quantities of - say - stone until level 7)
And don't try and equate stuff to D&D.. With space you couldn't just do "misty step" - you could teleport yourself anywhere you can see and anywhere you've been, as well as create portals and make space infinite for incoming ranged attacks and zero for outgoing ones. So - if I allowed "misty step" as part of "null" there would be nothing stopping you doing all of the other teleport spells.
Remember you have insta kill versus trolls at level 6 with no roll needed... And anything else you want to do be,ow that is easy: level 6 is arch-mage level don't forget.
Luck though? Luck I like... A lot: with definite applications for pulling plot devices out of thin air when really needed.. And in this setting you might well need it... Badly!
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Post by Kristian on Feb 13, 2017 21:24:36 GMT
Sorry to go off on a slight tangent, but Godbound (where you play beings of demi-god power in a fantasy world) sounds like a game that might work out of the box - that is assuming we end up in a fantasy(ish) land. Instead of your 'spheres' you get three 'words/gifts' (domain kind of things) and miracles that apply to those 'words' (which are more free form). It also sounds like you get a set amount of 'effort' which is essentially your mana pool. The pdf is also available for free Anyway, I only heard about it today ...so I thought I'd mention it (as it might be of interest - even if only mining it for ideas).
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