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Off-Topic / Re: XCOM (Reactions, stories, let's play setups, etc...)
« Last post by MilitiaJim on Today at 06:24:57 AM »
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I'm not really getting the thing about the Mage casting levels: shouldn't they be 20 since the class is a full caster?
Not in Deral's version:
Quote
-Without Spell Levels, FC winds up with a big gap in their classes, because every odd level you gain a "Circle of..." ability and your max spell level goes up by 1 or you gain a spellcasting feat, and there is no equivalent to that in SoP because the other games don't acknowledge max spell level in the same way- you could cap the amount of SP you can spend on an ability but that winds up pretty messy. So, without that control, I decided to 'cap' spellcasting power by Casting Level, not Spell Level, so, on your class tables the "SP" table is gone and replaced with CL/Casting Level. Here's how that breaks down:

-Poor Casting Level grants  none at all, just like SP. Average CL grants 1 casting level every 2 class levels, starting at 0, and Good CL grants 3 casting levels every 4 class levels. This Casting Level applies to all spheres, regardless of specialization
-Mage has Good Casting Level, Specialists have Average Casting Level
.....
-Specialists gain a unique "Circle of..." ability that gives +1 Casting Level to their 3 specialized spheres.....
Basically Caster Level replaces "you can only cast spells up to this level".  In core FC a Mage can't start off casting 1st-level spells, but a specialist caster can.  But Spheres of Power doesn't use spell level to restrict access.  Therefore, to ensure that specialist casters are better at their chosen spheres than Mages, Mages get a 3/4 caster level progression.

If you don't use specialist casters it won't matter, but it's nice to have the rule for when Spellbound finally rolls around.
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Yeah, the rituals are fine as they are, just use the FC spells in place of Pathfinder's ones.
I'm not really getting the thing about the Mage casting levels: shouldn't they be 20 since the class is a full caster?
Again I don't know anything about the specialists and I don't really care about them since Spellbound is nowhere to be found yet, and the Mage abilities are missing from the conversion file so beside the ones that Silver posted I find it hard to follow you without references (same with spell points, I'm still not sure what way you're suggesting me to handle them: using the Mage total, per scene, or using the Spheres total, per day?)
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Rituals - Yeah, that's a setting thing, we have other rules to handle that sort of thing. I didn't really use their rules, I just read it and thought it'd be a neat way to include all the fun 9th level spells I'd be missing out on by playing with Spheres, and to put in some ideas I thought just sounded cool- kind of an opportunity to have a more unbounded magic. That being said, simple rituals to cast spells you're missing or to emulate talents should be fine- I don't believe their rules would require must fudging to make fit.
At a glance I can't see anything, other than maybe needing to adjust costs, that would prevent using the SoP ritual rules straight-up: it basically boils down to "Invest a lot more time and effort to do Spell X".
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Off-Topic / Re: XCOM (Reactions, stories, let's play setups, etc...)
« Last post by RusVal on June 27, 2017, 06:54:25 PM »
112 new things in XCOM 2: War of the Chosen (Yes, seriously)

Just in case you thought I was the big XCOM nerd. ;)

BTW, aaaawwwww, can't form a bond with a SPARK.
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License to Improvise / Re: Spheres of Power: FC conversion [thanks to Deral]
« Last post by Deral on June 27, 2017, 06:32:26 PM »
I will eagerly wait for the update!
-What talents that need saves are you talking about? Will you check them up in the update?
-I will double check the advanced talents you have already done and see what ones are missing. but I'd rather wait for the update.
-Spell points: I'd still rather keep them per scene unless you say that won't work in this system. What guideline should I follow? FC SP or SoP SP values?
-Traditions should be easy to handle.
-Paths: ok, that's fine. I will keep them as they are for now while I wait for your update.
-Rituals: I can only see specific, very high level ones in the conversion; what about the ones that mimicry the other spells? Can I use the base rules without conversion?
-Caster level: how does it work in the conversion? I'm tired at the moment so I might have overlooked it, but I cannot find it anywhere.

And most important of all, what's the feeling of using the spheres rather than the spells? On paper they seem much more flexible and interesting than the usual spells, while toning down the power (in Pathfinder), keeping the balance (in FC) and giving casters lots of always useful options while not giving them the ability to do everything (like they do in Pathfinder/D&D)

No worries- it's... a bit bogged down- I'll see if I can't get the text at its current state around because the completion of the update is somewhere in the rather sizable house of cards that is my current setting update- now that I've decided to commit to Spheres, I'm stripping out and reworking all references to spells, so I've decided to go ahead and sort of 'recompile' everything- it's a pretty useless, long story, but in effect, it could be a few months.

Let me see what I can help with-
Talents that need saves- the prime exploited example in my current campaign is Fate -> Harm -> Tie Binding, this is a 2 SP spell that effectively gives everyone a 1/2 CL boost to damage that, in effect, stacks with all other damage boosts, because it targets opponents, not allies. Without a save it's a no-brainer to start combat and makes characters who can do small damage over a large area or attack multiple times in a round very deadly. Fate in general is bad about this, as is Death- I've gone through one wave of adding saves and altering SP costs, and like I said, I'll try to get that around to you sooner rather than later.

Advanced Talents-Most of the core Advanced talents are folded right in- those that were left out were typically too powerful or mimicked elsewhere- my hope was to keep the different spheres as different as possible.
Spell Point Recovery-SP per scene would be fine, honestly- SP costs are very low, however, so I would recommend reducing their total count- I'll look at this and get back to you with a suggestion. I did what Silvercat mentioned below and had a slow regeneration, increased with meditative rest (1/hour or 2/hour), it was fine, but mostly changed my players from asking "This is a new scene, right?" to "How many hours was that?" though it DID put more weight on those (so-called) high SP effects- bear in mind without the spells broken down by level, a first level character could really focus on one spell and come out with something powerful they could pull out once per scene if you had SP recover that way.
Rituals - Yeah, that's a setting thing, we have other rules to handle that sort of thing. I didn't really use their rules, I just read it and thought it'd be a neat way to include all the fun 9th level spells I'd be missing out on by playing with Spheres, and to put in some ideas I thought just sounded cool- kind of an opportunity to have a more unbounded magic. That being said, simple rituals to cast spells you're missing or to emulate talents should be fine- I don't believe their rules would require must fudging to make fit.

Last one - Casting Level -CL and SP are your "controls" in Spheres of Power, so I ran Casting Level sort of like Base Attack Bonus- Mages gain 3/4 progression in all spheres (good CL) and Specialists gain 1/2 progression in all spheres (Average CL), however, the "Circle of Power" equivalents for Specialists also boost their CL to their specialized spheres, which in the end means Mages get 15 CL for all spheres, Specialists get 20 CL for their three primary spheres, 10 CL for all others. (There are three other progressions I've tested, used, and liked, if you get in the mood to write base classes or expert classes).

I've gotta run but I'll be back around to double check that I at least mentioned everything in a short while, so, there may be an edit incoming.
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Fantasy Craft / Re: Questions
« Last post by Mister Andersen 2.0 on June 27, 2017, 03:57:59 PM »
Skleletons are pretty much a reskinning of unborn

More of a de-skin.  :P
I guess you could call them a rather bare bones version of unborn.  :P

I was deliberately avoiding the pun  :P
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Off-Topic / Re: Reaper Watch 2017
« Last post by OverNinja on June 27, 2017, 02:32:06 PM »
Caporal-Chef Kyösti Pietiläinen aka Karl Peters, 71, legionaire.

Probably the longest serving Finn in the French Foreign Legion. He served 28 years from 1972 until 2000 and fought in Zaire, Chad, Djibouti, Belgian Congo and Rwanda as well as the peace keeping operation in former Yugoslavia. He wrote a book on his experiences, but none of the news mention the name of the book.
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Off-Topic / Re: Reaper Watch 2017
« Last post by Desertpuma on June 27, 2017, 02:19:09 PM »
http://www.thewrap.com/michael-nyqvist-girl-dragon-tattoo-star-dies-56/ ...

He was in the Millenium Trilogy, John Wick, and Mission Impossible: Ghost Protocol
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Off-Topic / Re: KickStarter thread
« Last post by Desertpuma on June 27, 2017, 01:49:32 PM »
Top Secret: New World Order

I know at least a few of you are already in :P

Al
PS: Been a while since last posted... I've been peeking back again in the forums the last couple of weeks after a long absence... Hope to be around a little more often...

I heard about this the other day. I'll be jumping into it when I get home from work
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