Still more changes

11 years 5 months ago #106048 by Alexandre Blythewood (Eleventh Phoenix)
Nate, yes, it should have the Condition (Held) trait.

Tim, we'll revisit these.

-Alexandre Blythewood

OOG: Zach Theis
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11 years 5 months ago #106056 by Terzak (TheArchMage)
I have a name for Incite Rage:
Chaos Flurry.
Or
Anger of the Madman

By my hand,
Professor Terzak Winstonshire

OOG: Will Harrington

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11 years 5 months ago #106057 by Renji Shintaro (digitaldpad)
Does necromantic terror still cause s minor insanity or was that dropped?

~An apprentice near a temple will recite the scriptures untaught.~

Renji

(Oog Chris Burke)

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11 years 5 months ago #106334 by Woolsey Bysmor (Osred)
If anyone else has any suggestions, I plan on referring to comments here on our discussion on the rules board. Thanks!

-OOG Michael Smith

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11 years 5 months ago - 11 years 5 months ago #106346 by Lucien Belfast (Lucien Belfast)
Clerics can no longer cast "Aid"?

That seriously chows ass. Not only are bad guy prayers still 30% better but moving Aid to Rank 3 takes away one of the only things that makes being a Cleric viable or attractive on its own.

Half of all the evil prayers will make you blow willpowers and other mental defenses (which dont come cheap or conveniently)

And any weapons the good guys have are trashed by either being completely defensive/RP in nature or can be defended against by much cheaper skills.


I understand its super flavor of the month to play a bad guy currently, but I would appreciate a token effort to not be this biased when it comes to rules adjustments. This entire list of changes is wildly lopsided, as in , not even close.

Seek the truth and walk in the light,
Lucien Belfast
Priest of Valos

_____________________________________________
[OOG: Craig E. O.]
Last edit: 11 years 5 months ago by Lucien Belfast (Lucien Belfast).

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11 years 5 months ago #106352 by Tycho Montresor (Tycho Montresor)
I do not play a caster, so I took some time to review the changes above, and compare them with current versions of the same Prayers, etc.

Where you have gone in and added traits, that seems to make sense in all cases. It makes the abilities easier to define, and so dictates how they may be defended against.

As for the renaming of certain prayers, some seem to be done for clarity or brevity. For example, changing “Rot Living Flesh” to “Rot” works fine. However, where the prayers have been renamed to remove a god’s name, this seems to me to remove some flavor from the game.

I understand it’s being done to accommodate Visagalis, but it just doesn’t “feel” right to me. Perhaps a better way to handle it would be to keep both names. Example “Galladel’s Release” remains the same. The description would include the sentence: When cast by a follower of Visagalis, the prayer is “Spirit’s Release” instead.
This would maintain the flavor for Galladel, and also allow Visagalis to put his own spin on it. It’s small, and subtle, but I think this might allow for just a little more RP flavor.


Regarding most of the changes to the prayers and domains- they don’t seem like “balancing” so much as “nerfing”. They also seem to specifically target the domains associated with the dark pantheon.

There were a few prayers that, as pointed out, were “no-brainers”. Toning them down for playability makes sense. Changes such as bringing “Harvest Your Soul” in line with other similar abilities, by dealing a max of 200 direct body, seems like a good call to me.

Example: “Curse of the Doomed” was frightening. However, the proposed change makes it all but useless. In this case, I would propose something like keeping its initial description, but allowing it to be stopped more easily. Perhaps certain Healer abilities would stop the count. This way it remains a terrifying skill, but not as inevitably effective. This change would also make it a much more effective PvE skill, while toning it way down for PvP, as many characters would have access to some kind of healing that might stop the effects.

As has already been pointed out by others, these changes do not create balance overall. Prayers were basically in-line with other casted effects already. If they had some powerful prayers, or some no-brainers, the same could be said for arcane magic or even warrior abilities. (Show me a fire mage who doesn’t have “Incinerate”…or a combat mage who doesn’t have the Fire sphere)

If these proposed changes take effect, the result will be to make Divine magic both less powerful and less appealing than Arcane magic or Psionics. In fact, take a look at psionics and you’ll notice that it’s *incredibly* powerful overall. I don’t advocate nerfing psionics, but if it’s not a problem for psions, then the prayers aren’t a problem for priests.


Also, (and again, this has already been said) there are certain domains and spheres that have an “RP cost” associated with them. This is part of the big picture, and perhaps seems beyond the scope of the proposed changes, but it is all tied together.

Both the in-game culture and the meta approach morality as something which is *only* measured by practicing Necromancy or worshipping a dark god. Characters treat each other abominably, all the time, and there are no consequences. However, as soon as a character is seen to practice either of the de facto “evil” paths, they are either ostracized or persecuted.

On the other hand, those who are part of the light clergy, secular authority, or the mage’s guild may act with impunity, and often outside the law of the land, to impose their will on whomever they see fit. A quick glance at recent posts on the “Dragon’s Claw Inn” forum will confirm this. Act in the name of one of these organizations, and you can attack/imprison/oppress and otherwise persecute anything and anyone you don’t like, with no repercussions, and without having to answer for it.

Necromancy and dark clergy are included in the rules. If the intention is that they should not be viable character choices, perhaps the options should be removed, or at least the difficulty of playing such a character should be noted.

If, however, they are intended as truly viable options, they should actually be playable. Either the culture of the game must be such that these characters aren’t immediately attacked/arrested or otherwise shut down, or the great risk of being found out should also provide some reward.

“Evil” is not the issue. There is a Rogue’s Guild. They engage in robbery, extortion, contract killings, etc… all activities that are clearly other than good. The RP is generally carried out with discretion, and they even have their own “rogue mods”. None of this negatively affects the game experience for *anyone*. It doesn’t turn Travance into a wretched hive of scum and villainy. Undoubtedly, there are valued and respected members of the town who are Assassins, Racketeers, etc.

Should not the same courtesy be extended to other paths which on the surface may seem evil, but which can function and cooperate as part of the society in Travance?

Tycho Montresor
Viceroy of Alisandria

OOG: Cameron S.
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