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The Labyrinth RP - Closing Remarks


Ephesos

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First off, the thank yous. I want to say thank you to all the players, for being good sports, for not making my life more difficult than it needed to be, and for putting up with me. And of course, thanks to all of the awesome spectators who kept things rolling when players went missing. Last, I guess I have to thank everyone who made Labyrinth.

 

Next, the future. I plan on taking a bit of a break to construct the world for the next campaign. I have bits and pieces so far, and two potential adventures cooking. This means that there might be two parties loose in the world at the same time. Of course, I have learned that no party in my campaigns will ever exceed more than 6 people aver again, and probably not even 5. Seven is way too many. But here's a basic idea of the next world:

 

Click to reveal..
Yrisiana is the tropical jewel of an aging world whose name has been long forgotten. Worn and scarred by countless battles, ancient magic, and the passing aeons themselves, the islands of Yrisiana are full of strange people and strange things.

 

The last great empire of Yrisiana crumbled sometime in the last aeon. In the intervening time, lesser lords have stepped up to try and fill the void, but something always rises up to bring them down. Only the smallest and most rugged states survive for much more than a century.

 

Cities of course persist. It's easy to raise a single city and defend it against the encroaching darkness, but that's about the extent of civilization in this age. Travelers can always find a safe haven, should they survive the wilderness.

 

The heroes of old are gone. Greatness is harder to come by as the dangers of the wild grow fiercer. Most are content to live out their lives in their quiet corners of the islands, hoping that darkness will pass them over. Others believe that the world will end soon, and spend their days in wild debauchery, celebrating the decadence of aeons past.

 

Of course, stories still survive the ravages of time, and you have had your glimpses of the greatness of old. You've heard the cautionary tales, and have witnessed the self-styled heroes of your day, as well as their downfall.

 

Still, there is always hope, and there is always adventure.

Also, so you know, someone else is planning on starting another game now that Labyrinth is over. I'm grateful for the break, and I hope people will support this other effort. It should appear quite soon.

 

Next, a bit more of the past. There are a lot of statistics that can be compiled about this campaign, but one was particularly telling in my mind. The fumble/critical distribution:

 

Click to reveal.. (Fumbles)
Conall - 8

Cumulo - 1

Etris - 10

John - 5

Kaval - 10

Lindy - 6

Temmyn - 8

Thuja - 10

Total - 58

 

...not a lot of surprises here. Things were pretty evenly distributed.

Click to reveal.. (Criticals)
Conall - 4

Cumulo - 1

Etris - 6

John - 2

Kaval - 13

Lindy - 7

Temmyn - 11

Thuja - 10

Total - 54

 

...actually, not a lot of surprises here, either. A few people had way more critical hits, and the party as a whole rolled fewer 20s than 1s. This matches with anecdotal evidence, naturally, and proves that in fact the dice ARE trying to kill you.

I suppose last but not least are the questions. If you have any questions about the campaign, how it was run, or even just about the setup in general, I want to hear them. If you have feedback about the campaign or the system, I want to hear it. And I have pages and pages of notes that I'm more than happy to share now that the campaign itself is over.

 

Thanks again, everyone. smile

 

(bows)

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The dice were only situationally bad.

 

"I'd like to know what kind of dust this is."

-> 20.

 

"I attempt to close the portal to the Cthulhu dimension to stave off our horrible deaths and the apocalypse."

-> 1.

 

(Though to be fair to the dice, I rolled a 20 on one of those checks too, which was pretty awesome.)

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First off, I had fun. Also, I can't believe that I kept getting +17es when crushing orbs.

 

Also, sorry for bowing out of the after-session chatter so quickly, but it was a very long day, and I was extremely tired.

 

Some questions, though.

 

1) How would Alchemy work? For the Yrisiana campaign, I'm thinking of taking in a character that knows Alchemy. However, I'm not sure how that would work. Would he have to gather generic reagents, or specific ingredients? Or could he just make potions on a whim? Or is it something else entirely?

 

2) Would the two parties in the campaign ever come into contact/conflict? It'd make for an interesting encounter, although then you'd have a whole crapload of PCs to handle.

 

3) The races inhabiting Yrisiana. Are they all rather humanoid, or are some truly alien? (I ask because I've got a race idea, but want to make sure it fits with the setting)

 

4) What are the base guidelines for custom skills? You mentioned on the Labyrinth page of your site that players could make their own skills up. But it'd be nice to have an idea about what is (and is not) kosher when it comes to new skills.

 

5) Back to Yrisiana: Are there any nations in existence right now, or is it basically just every island/town for itself?

 

6) Sea travel. We're presumably going to travel by ship at some point, which, in real life, took quite a bit of time to get from Point A to Point B. So would that be handled in-between sessions? Or would there be a simple time-skip (barring sea monsters/pirates)?

 

7) Guns and gunpowder. In real life, both were in use (if not particularly common) alongside bows and crossbows during the Middle Ages. Obviously there wouldn't be revolvers and semiautomatics, but what about muskets and single-shot pistols?

 

8) Will the two parties ever meet? On one hand, there's definitely the potential for some interesting interaction (or conflict). On the other, that means handling 8-10 PCs simultaneously.

 

9) Would resurrection be possible in this campaign, or do dead people stay dead(ish)?

 

I'd post more, but I don't want to overload you with questions.

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Thanks again, Eph. I had a lot of fun, and am already looking forward to the next one.

 

Regarding religion: I assume that there's a wide variety of religious practices in Yrisiana. If it's important to a character, can we just make up the pantheon they worship ourselves? (In moderate detail, of course. :p)

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Originally Posted By: Dantius
Will there be the same system of stats/leveling for the new game?


Dunno. I've been debating changing things up a bit, because there were parts of the system I was unhappy with. In part because I never really solidified how much damage anything did, I guess.

The more this system played out, though, the more I found myself wishing for codified abilities. tongue

Originally Posted By: Nioca
(questions)


1. You would probably be able to gather reagents with a successful Nature check, scaling based on the potency and rarity of whatever you're looking for. I'd like specifics, but that can mostly be flavor. Then an alchemy check to make sure you don't explode.

2. Good lord I hope not. They will be starting on separate islands, at the least. That's not to say they'd never hear about each other, but an actual meeting would hopefully either be brief, or be taken care of outside of the sessions.

3. Have not decided, and I'm open to suggestions. Nobody's really said "I want to play an elf/dwarf/dragonborn/lich" yet, though, so it's still fluid. There are humans, though. Generally, I'm open to any and all creatures existing, they might just not be at Tolkien-esque densities everywhere.

4. Just try not to be over-powered, and it'll probably be handled on a case-by-case basis.

5. On the islands where the adventures currently start, there are no developed nations. Rumors abound of the newest effort to reunite the islands, but most people don't care.

6. Yes, in between sessions or a simple skip. There might be a skill challenge involved, of course.

7. No. If such weapons exist, they are rare enough that 1st-level adventurers will not have access to them.

8. See #2?

9. Possible? Yes. Easy? No. Cheap? No.

Originally Posted By: Sarachim
Regarding religion: I assume that there's a wide variety of religious practices in Yrisiana. If it's important to a character, can we just make up the pantheon they worship ourselves? (In moderate detail, of course. :p)


This was to some extent my plan. Nioca, for instance, kept invoking the name of Tanann, who is now the god of wizardry and magic. If your character is affiliated with a god or gods, I encourage you to send me the ideas now before the pantheon starts filling up.
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Quote:
First off, I had fun. Also, I can't believe that I kept getting +17es when crushing orbs.


Balls. You kept crushing Jareth's glass balls. tongue

Regarding sea travel, it seems no big deal to make it plot-driven - if it's not important, we could end the session when the ship departs. Or we could have an entire adventure that played out on a ship.

Also, this was great, great fun! Thank you Ephesos!
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Oh hey, something I meant to post but forgot about. About those glass balls... they were random, but they came from a table:

 

Click to reveal.. (Glass Balls!)
On a d% roll of:

1-2 - Dud. Ball may be picked up, used later for another effect.

3-4 - If night, becomes day. If day, becomes night.

5-6 - Grass grows in 50-ft radius around source.

7-8 - Leaves/feathers/hair sprouts from targets, lasts 24 hours.

9-10 - Targets are temporarily blinded by sparks.

11-15 - Produces the illusion of another effect (reroll).

16-17 - Stinking cloud, 25-ft radius (-2 to all rolls).

18-20 - Area fills with butterflies/locusts/etc. -1 to all rolls and blinded.

21-22 - Whirlwind picks up party and tosses them around.

23-24 - 1d6 random pairs of creatures switch places.

25 - Reverse gravity within 20 ft.

26-27 - Animate objects within 30 ft.

28-29 - Orb turns into pumpkin.

30 - Next roll for each target gets +/- 20.

31-32 - Produces 3d20 venomous tarantulas.

33-36 - Creates 10-ft pit.

37 - Roll twice, use both results.

38-39 - Targets glow softly.

40-41 - Targets suffer existential crisis (only if Int > 2)

42-43 - Sudden blizzard/windstorm/hail/downpour.

44-45 - Cloud of lobsters (75% chance cooked, 25% chance live).

46-47 - Orb turns into giant iguana.

48-49 - Orb explodes in shower of BBQ sauce/mustard/salt/slime.

50-51 - Random object sprouts wings, permanently.

52-53 - Targets deafened for 1d6 hours.

54-55 - Swarm of bats appears for 1d20 minutes.

56-57 - Targets grow moustaches and goatees.

58-59 - Rain of fish.

60 - Creates 10-ft cube of acidic goo.

61-62 - Target(s) lose 1 stamina or fall asleep.

63-64 - Ground within 50 feet coated w/ ice.

65-66 - Orb turns into dire octopus.

67 - Randomly teleport all creatures within 20 feet.

68-73 - Orb explodes in shower of confetti, flatulent sound.

74-75 - Orb turns into a taco, emits a puff of orange smoke.

76-77 - All walls within 30 feet turn to paper.

78 - All gold within 15 feet turns to ash.

79-80 - All boots turn into gloves, all gloves turn into boots.

81 - Summon 1d4 random monsters.

82 - Deepest fear.

83-84 - All pockets fill with butter.

85-86 - Targets burp on the hour, every hour, for one day.

87-88 - Orb turns into turtle, crawls away.

89 - Time loop, repeat last 5 minutes.

90-91 - Intense fog fills area for 1d4 hours.

92-93 - Orb emits quickly-growing vines, entangling everyone nearby.

94-95 - Random person's hair catches fire.

96-97 - Targets regain 1 stamina, can't fall asleep for 24 hours.

98-99 - Orb becomes a random magic item.

100 - DM's choice.

Of course, sometimes I still just made it up. And some of the later ones were a bit more directly harmful.

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Originally Posted By: Dantius
If someone got a 100, would you pick a good or bad effect? Just asking.


Dunno. I'd pick whatever seemed to fit the scene. A lot of the time I would re-roll if something unpleasant or overly-complicated came up at a bad time.

The rains of fish, though... it's hard to ignore those. Oh, and the dire octopus was just there, it wasn't summoned via orb.

EDIT: Significant update on the system. I finally specified the skills you can train in. Finally decided to just go with a set list for now.
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On the skill list: 15 skills, not 14. You forgot Parry again.

 

Anyway, a spell circle question. Since there's now set spell circles, does that mean when someone chooses a proficiency in a circle, they get access to everything that circle covers (A mage with evocation able to use fire, ice, lightning, etc. with equal proficiency), or do you still have to choose a specialization within that circle (A mage with evocation specializing on fire magic, etc.)?

 

Also, is there going to be a set spell list now, or is that still free-style?

 

On a final note: I've noticed there isn't a healing magic circle. Is that covered by the healing skill, or is all healing mundane now?

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There are a whole lot of combinations that would've been awesome, but never happened. The list was rather last-minute and poorly-planned, though. tongue

 

Originally Posted By: Nioca
On the skill list: 15 skills, not 14. You forgot Parry again.

 

Parry is no longer a skill. It'll probably become a perk, once I decide how those work... I want to give players more control over how them, but it just means I'll probably have to start making a list.

 

Originally Posted By: Nioca
Since there's now set spell circles, does that mean when someone chooses a proficiency in a circle, they get access to everything that circle covers...?

 

Yep. I'm interested in seeing what people come up with, and hoping that everyone doesn't just pick Evocation. After going back and looking at how 3rd edition D&D handled this, I realized that those characters didn't have to specialize (though the option was there). I like this better, because it's going to mean people can commit to one circle and get deeper into it. Divination specialists could be a lot of fun.

 

Originally Posted By: Nioca
Also, is there going to be a set spell list now, or is that still free-style?

 

I'm debating this. I don't really want to go to a set list, unless I can come up with a really amazing list. At the very least, I'm thinking of handling spells in a slightly different way than before, possibly taking a page out of the Dying Earth series and only letting characters keep X spells in their head at a time (since the setting is flavored thusly anyway).

 

I'm curious what the players want, naturally.

 

Originally Posted By: Nioca
I've noticed there isn't a healing magic circle. Is that covered by the healing skill, or is all healing mundane now?

 

Not sure. Realized that it falls into Conjuration in the school scheme (again, according to D&D), but I'm not sure I like that. I don't really want it to be a separate school, though. For now, it's in with Conjuration.

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I think a set spell list would be nice, with the option to be creative with effects (particularly in non-combat situations).

 

Even just a few standard bolt attacks in evocation might save a lot of time, and ensure people actually know what they're capable of. I suspect that with 3 in evocation, I could have deserved a second ray type (maybe cold) but just didn't think beyond the "I zap it with lightning".

 

Also, will multiple circles be completely out of the question? I understand you don't want someone to be good at everything, but the evocation-divination combo was fun to play without feeling overpowered.

 

Quote:
Healing in necromancy

 

That sounds counter-intuitive. Were healing spells still reversed for the undead? (I'm going with the DnD knowledge I get from Order of the Stick, where Xykon gets Tsukiko to heal him with "Inflict Wounds" or something.)

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Originally Posted By: Arancaytrus
I think a set spell list would be nice, with the option to be creative with effects (particularly in non-combat situations).

Even just a few standard bolt attacks in evocation might save a lot of time, and ensure people actually know what they're capable of. I suspect that with 3 in evocation, I could have deserved a second ray type (maybe cold) but just didn't think beyond the "I zap it with lightning".

Why not go both ways? There's a set spell list, but you can also cast spells outside of the set list (at a hefty stamina cost and/or failure risk, I might add).

Quote:
Also, will multiple circles be completely out of the question? I understand you don't want someone to be good at everything, but the evocation-divination combo was fun to play without feeling overpowered.

I point you to Cumulo. He had a point in 5, 6 different magic skills. He was good at none of them. At any rate, you couldn't get more than two magic circles over 4 points apiece, and doing so would make you so specialized that you'd hit a LOT of trouble elsewhere. Or just deadweight 80% of the time.

Quote:
Quote:
Healing in necromancy


That sounds counter-intuitive. Were healing spells still reversed for the undead? (I'm going with the DnD knowledge I get from Order of the Stick, where Xykon gets Tsukiko to heal him with "Inflict Wounds" or something.)

Not really. Necromancy is basically the manipulation of life energy. If you can use necromancy to destroy life energy, what's so odd about being able to do the inverse?
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Originally Posted By: Zo Logick
Healing is in Conjuration in D&D these days? Weird. In AD&D 2nd edition, they assigned priest spells to wizard schools at one point, and all the healing was clearly in Necromancy.


"These days", spell circles are kinda gone, and everything's handled on a class-by-class basis. 4th edition is kinda nice in that respect, but I also still like the old-school spell system.

And regarding combos, I have no problem with people doubling up. If you get to the point of say, Cumulo, then I might politely ask you to knock it off.

As in D&D, some spells don't really fall into a school (the classic examples are wish, dispel magic and read magic), and this is bound to happen in this setting as well. Heck, it might be the eventual fate of healing.

I certainly did not expect people to want a set spell list. Hunh. Well, if I do create a list, the option will still be open to make new ones.

Also, the new rule for spells is as follows: Spellcasters can only keep X spells in their head at a time, where X is their Int score. I debated different ideas for X, but figured this would be more elegant.

(And on a slightly related note, nobody's allowed to have 1 in an attribute anymore without some hefty penalties.)
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Originally Posted By: Ephesos
Also, the new rule for spells is as follows: Spellcasters can only keep X spells in their head at a time, where X is their Int score. I debated different ideas for X, but figured this would be more elegant.

I second Aran's question. Does that mean "You get to prepare X spells, and once you use them, you're done", or does it mean "You get to have up to x different spells available each session"? Because if it's the former, battle-focused spellcasters are going to be seriously handicapped. Pretty much every spellcaster thusfar cast well over 6 spells a session. Hell, Etris cast 6-8 spells per fight.
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Oof.

 

Originally Posted By: Arancaytrus
"X spells at a time" would essentially mean spell slots that are prepared every morning?

 

Yes, you would be able to swap them out each in-game day. By the way, who else is psyched to play in a setting where there is actual night and day? tongue

 

Originally Posted By: Nioca
Does that mean "You get to prepare X spells, and once you use them, you're done"?

 

No, it was more like the second one. At the start of the day, you prepare X spells. Those spells are the only ones you can cast that day. You don't "use them up" by casting them.

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Originally Posted By: Ephesos

No, it was more like the second one. At the start of the day, you prepare X spells. Those spells are the only ones you can cast that day. You don't "use them up" by casting them.

Ah, okay. Thanks for clearing that up.

I'm psyched that there'll be towns! I'll be able to buy stuff! And sell stuff! And spend a night in an inn!

I should not be so excited about the above three things! But I am!
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*looks at the spell name generator*

 

Click to reveal..
Mauru's controversial hair. Okay, that's odd... I take it the point of the spell is to stun the opposition?

 

Gorinctun's moral escapade... Sounds like a spell up Lindy's alley.

 

Eskoselme's diplomatic marsh. I think we visited that in the Labyrinth. Think we had a few of Wagaian's verbal cataclysms as well.

 

The spell of phonetic sunshade. I think this name generator has a punny sense of humor.

 

Skango's libidinous secret. Twangotei's nubile tedium. Ludin's weird fidelity. The agency of indefinite lubricity... So, you know, instead of a cure for cancer or old age, we get this. Five years of silence during apprenticeship apparently has its drawbacks. (Seriously, these were listed one right after the other)

 

The spell of vitreous inertia. For when you must be as gory and horrific as possible when killing someone. eek

 

Erreden's mental cocoa. Probably developed as an apology for every time a mage breaks into someone's mind. "Oh, I'm sorry I just mentally ravaged you and discovered your darkest innermost secrets. Here's some imaginary cocoa."

*clears throat*

 

Anyway, I think Healing magic needs to be a bit more stringent. As it was, Lindy was capable of doing a bunch of healing for very little stamina, making HP somewhat irrelevant (why monitor HP when the healer can patch your right back up for free?). Furthermore, it also completely invalidates the healing skill (both do the same thing, but First Aid is less powerful, less flexible, and requires physical materials. Healing Magic, you can simply heal for 3 or 4 points whenever). Maybe make it so that Healing Magic requires stamina for even the simplest things, or that First Aid Healing can be used to recover some minor stamina as well.

 

(Also, maybe make it so that Healing the skill and Healing the magic have different names. That has the potential to get confusing very quickly. Maybe name the former Anatomy?)

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First Aid?

 

Actually, I didn't see Healing as overpowered that much - except maybe in the early sessions. However, during the end battle, maintaining the party at their current HP was taking a group heal every single turn. Even with Lindy at full stamina, she could have kept that balance for nine rounds at most; as it was, she got knocked out before then. We were inches away from several character deaths (John, then Kaval, maybe even Lindy).

 

(Come to think of it, I think Temmyn never got to 0 HP. I probably wasn't reckless enough.)

 

Originally Posted By: Nioca
drawbacks

 

Sure, drawbacks. tongue

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I would agree with Aran on this. Being the healer, I was ever conscious of Lindy's stamina, always trying to reserve it for the party. Until the last battle, I had never considered using a stamina to boost an attack roll because of the risk that it would be completely wasted. And I did have 8 points invested in healing at the end. I made sure Lindy was proficient in her craft. In the first/second session the stamina cost was much more per HP healed.

 

First Aid also saved at least two lives in our campaign. It's a good back up when the magical healers are too drained to cast another spell.

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Originally Posted By: Arancaytrus
Actually, I didn't see Healing as overpowered that much - except maybe in the early sessions. However, during the end battle, maintaining the party at their current HP was taking a group heal every single turn. Even with Lindy at full stamina, she could have kept that balance for nine rounds at most; as it was, she got knocked out before then. We were inches away from several character deaths (John, then Kaval, maybe even Lindy).

It's not that I'm talking about so much in that it's free healing. Lindy could indiscriminately fire off free healing spells for 4 HP or less. Maybe it's just me, but that seems to take some of the strategy out of it.

Originally Posted By: The Ghost of Jewels
First Aid also saved at least two lives in our campaign. It's a good back up when the magical healers are too drained to cast another spell.

One. Unless you count John. tongue

It's not so much I think Healing magic's overpowered, though. It is, a little (especially with the holy bolt of death), but that's not so much the problem. It's that, in comparison, First Aid/Anatomy/Whateveryouwannacallit is underpowered. Healing magic makes the skill completely irrelevant except in the very rare case where a healer isn't available. Considering both use the same parent attribute and all skills cost the same, which seems smarter? Putting points in Healing magic, or First Aid/Anatomy.

I'm just saying that First Aid/Anatomy needs to be bolstered a bit. Given some benefits that put it on equal footing with Healing Magic. Maybe the skill can also restore minute amounts of stamina on a good roll. Maybe it makes you more damaging against humanoids. Maybe it can be used to provide minor buffs, for a stamina cost (think a massage of some kind). Maybe it improves HP and Stamina gains when resting. Just something that gets it on par with Healing Magic.
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...aw. I forgot I renamed First Aid to Heal. That gets reversed now.

 

With regards to Healing magic's immense power, I grew to seriously dislike how easy it was to heal people out of combat. I think the best way to handle this would be to limit the castings per day, at least on the zero-stamina spells. Also, Healing magic would no longer get any significant offensive spells. Possibly none at all.

 

Also, one rather large question that will determine a lot of the adjustments I'm thinking of doing. Do people want damage to be more out in the open? For this campaign, damage was more or less whatever die I felt like rolling at the time, and occasionally re-rolling anyway. I normally had set damage ranges for monsters, but nothing on the players' side was every really determined for certain. We could change that. But do we want to? I'm cool with it either way.

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Mh... I think I liked not having too many numbers to distract us in combat, particularly when we were seven players and had enough trouble handling our own rolls. (However, it would have been neat to see an HP total whenever someone took damage.)

 

Hey, maybe spells could be free for so many castings, and after that cost stamina points. (Or... Mana Points?)

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That was kind of what I thought. Okay, that means my workload stays roughly the same... I still have to figure out damage dealt by enemies, but I can sort of juggle the players' damage outputs.

 

And I'm always willing to look at new characters/spells/etc.

 

Originally Posted By: Aran
(Or... Mana Points?)

 

Never! tongue

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Originally Posted By: Nioca
It's that, in comparison, First Aid/Anatomy/Whateveryouwannacallit is underpowered.


Conall had one freaking point in First Aid and saved two lives in just one session (I recall stopping somebody else from bleeding to death too, but that may be mistaken). How is that underpowered?
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Eph did give me a limit for healing people one at a time without stamina cost. He said once per person per IC hour though really I think that translated more to once per session in the way I used it. Keeping it to once per person per session might be a good way to handle it.

 

As far as no offensive spells for healing... I kinda feel like the options for that circle of magic are being stripped away. Protection has already gone to a different circle, blessing has been assigned to a different circle, you take away offensive spells and you might as well toss it again and just use first aid.

 

Originally Posted By: Eph
I grew to seriously dislike how easy it was to heal people out of combat.

I don't know where everyone was, but somebody almost died like almost every session. Why all the disappointment with being able to heal in between fights? Isn't that when you're supposed to recover? Unless you WANT characters to die, which I wouldn't be surprised at.

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Okay, so should Healing go back to Conjuration or something? Perhaps mix a little bit of it into Evocation as well (naturally, it'd be weaker)? I'm gonna be honest here, and admit that I probably can't flesh out Healing into a full school. Plus, ten schools of magic is a bit much... heck, I'm not even sure Alchemy should be one (but I don't want it to be a skill... maybe a crafting-enabling perk?).

 

Also, the big difference between Healing magic and First Aid is that First Aid typically takes longer, even if the results can be a little more consistent.

 

See, this is the stuff I think about when I'm not freaking out about finding a job. tongue

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Having healing be part of Conjuration is ugly, but I think it would work pretty well. Since PCs get a limited number of spells, there'd still be a big difference between a character focused on healing and one focused on conjuring. The only downside is that a player could switch that focus back and forth between sessions, but the primary healer is unlikely to want to do that.

 

Evocation seems like the main offensive spell school, so I don't think it needs healing added to it.

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(Side note: I thought I had posted this an hour ago. Whoops.)

 

Originally Posted By: Ephesos
Okay, so should Healing go back to Conjuration or something? Perhaps mix a little bit of it into Evocation as well (naturally, it'd be weaker)?

Maybe it's just me, but Evocation seems more like a battle class, and evoking raw forces to heal wounds seems odd. Conjuration fits better, but seems like a summoning class and not one meant for healing.

 

Just my opinion, but I say it belongs under Necromancy (manipulation and restoration of life force, plus other necromantic abilities fit in as well, such as dispelling undead). Transmutation also seems to fit, changing the state of a wounded person to healthy. Or you could just file it under Abjuration to round out the supportive circle.

 

Quote:
I'm not even sure Alchemy should be one (but I don't want it to be a skill... maybe a crafting-enabling perk?).

I wouldn't say no to it being a perk. To be honest, I was sorta wondering how Alchemy fit into the magic classes, and having spell slots taken up by potions seems sort of odd.

 

EDIT: Idea! What if Healing Magic was some sort of start-of-game perk you could choose, and all of its checks ran off the First Aid/Healing skill?

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Seeing how at the last fight, the party was getting to need a group heal every round to stay conscious, if you're going to get rid of healing as a 'school' of magic, I'd suggest letting it be in any other school as long as it's part of the players list of x spells that they are able to use for the session. Dependent on the creativity of the players and the spells they come up with, every magic wielder could have the potential to be able to heal in some form or another.

 

 

For example:

Click to reveal..

(Qualifier: I have very little concept on how formulas are supposed to work, especially with levels, without being overpowered.)

 

Alchemy: Healing Tonic. If successfully made, the tonic restores 1d(level of circle) +2 points of health(or other DM approved formula) to the PC when used. (As long as there's time to make them, reagents to make them with, and bottles to put them in, this could have the party ready to heal themselves during a fight.)

 

Necromancy: Transfer Life. If successfully cast, the spell transfers 1d(level of circle) points of health from a nearby enemy to a chosen target.

 

Transmutation: Close Wounds. If successfully cast, the spell mutates the blood coming out of the targets wounds into skin, effectively giving 1d(level of circle) +1 HP to the target.

 

Illusion: No Pain. If successfully cast, the target's body doesn't feel it's wounds and remains conscious even if at 0 HP as long as they still have stamina, though they will lose 1d2 stamina each 'round' that they are at 0 HP and lose an additional stamina with each successful enemy attack on them.

 

Divination: Check Up. If successfully cast, the next time a healing spell that restores health is cast on the target, or the next time first aid is used on the target, they get a bonus of 1d(level of circle) +1 points of health for the diviner knowing exactly what needs healing.

 

Abjuration: Tough Hide. If successfully cast, the target takes only half the damage they normally would on each enemy attack. Spell can be cast on only one PC at a time. (Overpowered? Maybe change it to 2/3 dammage? Not exactly a healing spell but it can make those last few HP last a little longer.)

 

Evocation: Convert Stamina. If successfully cast, the target is restored 1d(level of circle) +1 points of health at the cost of 1d3 of their stamina.

 

Enchantment: Adrenaline Rush. If successfully cast, the target remains conscious when at 0 stamina as long as they still have HP though they take a deduction of -1(-2?) to each subsequent roll until stamina is restored. Effect lasts 1d(level of circle) rounds.

 

I don't know. I'm just throwing stuff out there now.

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