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 11 
 on: November 26, 2014, 06:34:11 PM 
Started by Crafty_Alex - Last post by Crafty_Pat
Does it create, rearrange, or damage holdings?

Good question. No, based on the precedent we've set with other effects on landscapes (Move Earth, Illusionary Terrain).

That seems rather inadequate for an 8th level spell.  If a player has been investing in a class for at least 15 levels which inherently means they've gone past the game breaker threshold, I'd think they'd be really cheesed off that they're not able to finally rip out the foundations of an enemy stronghold.

Ah ah ah, that's breaking the rules. Let's be constructive within our limitations, rather than taking issue with them.

 12 
 on: November 26, 2014, 06:34:05 PM 
Started by Crafty_Alex - Last post by Crafty_Pat
The limitation that sapient lifeforms gain a save to prevent the spell from working around them already ensures, that it's offensive capabilities are probably quite limited.
There are WAY, WAY better damage spells out there, that don't rely on a barrel of luck to effect a city or it's inhabitants. Even a small village is likely to negate the spell to an extent and singular farms would probably in deep trouble. I really like this spell... so many options on the strategic scale. Smiley

This is a good point. There should probably be a mention near the spell, probably in a sidebar, about how to handle groups of characters within the target area saving against the spell's effect in a quick and easy way. The rules already handle this, but a reminder of how to apply them right next to this effect seems like a good idea.

 13 
 on: November 26, 2014, 06:33:55 PM 
Started by Crafty_Alex - Last post by Crafty_Pat
FantasyCraft spells are usually fairly narrowly focused, and higher-level spells usually keeps the same effect only stronger, rather than more/broader effects.

Good observation, and very true. It's something to keep in mind through this whole exercise.

 14 
 on: November 26, 2014, 06:33:43 PM 
Started by Crafty_Alex - Last post by Crafty_Pat
I definitely think that changing the terrain type of a locale (100 feet per Casting Level is a good amount) within a Remote distance would be grand and amazing. It's the kind of spell that really tells how strong a wizard is, while at the same time being simple enough that anyone could understand it. ("Oh, so I get to make this place my Pathfinder Basics terrain? Sweet!")

However, I think that there should be a duration less than Permanent. Perhaps as a good estimate (and as a reference to the spell's name), it should last One Week per Casting Level.

In keeping with most of the philosophy behind the spells I wrote and edited, I suggest that this spell's effects wear off over time, as the natural rules of the world are reasserted in the target area. I would probably make the time this takes rather longish, on the order of weeks.

 15 
 on: November 26, 2014, 06:23:44 PM 
Started by Crafty_Alex - Last post by Mister Andersen
If you're creating a holding though the use of this spell, it strikes me that the spell simply becomes the narrative fluff for the bog standard Reputation purchase of such a holding. Trying to factor the cost into the spell itself seems a little overcomplicated.

It should certainly cover the creation of floating islands, and I can see definite prospects in multiple casters being able to combine efforts.

 16 
 on: November 26, 2014, 06:19:24 PM 
Started by Crafty_Alex - Last post by pawsplay

'Tis a sad but true fact that the Fantasy Craft line isn't faring so well on the sales end these days. The numbers haven't tanked by any means but they're low enough that putting another book on press for the line isn't a wise business decision. POD gives us the opportunity to get it out there in print without absorbing (in this case, probably eating) a significant chunk of change.

That's very understandable considering how far out we are from the "d20 glut." Fantasy Craft was a line conceived in a certain era. If there is going to be a FC renaissance, it will come after the publication of Spellbound, not before.

 17 
 on: November 26, 2014, 06:15:06 PM 
Started by Crafty_Alex - Last post by Nuaurpy
'Tis a sad but true fact that the Fantasy Craft line isn't faring so well on the sales end these days. The numbers haven't tanked by any means but they're low enough that putting another book on press for the line isn't a wise business decision. POD gives us the opportunity to get it out there in print without absorbing (in this case, probably eating) a significant chunk of change.

Well if it makes you feel any better, I've bought multiple copies of your previous work, I don't see this one being any different. Though I'm a little sad there won't be a hard cover copy of SB, I already have a home made coil-bound Adventure Companion, I'll probably just do the same here.

 18 
 on: November 26, 2014, 06:09:21 PM 
Started by Crafty_Alex - Last post by Nuaurpy
Does it create, rearrange, or damage holdings?

Good question. No, based on the precedent we've set with other effects on landscapes (Move Earth, Illusionary Terrain).

I'm not sure if this counts as an "unchanging parameters" but if not, I think there could be an attached preparation cost of "variable" that is the cost of a holding, if paid the spell can be used to create a holding on the land. This allows players to take a section of coast and turn it into their private island or create their hidden volcano tower. If someone wants to destroy buildings with it I believe there is a spellbound rule for combining spells. You could combine earthquake and this spell to create a "destructive recreation spell" but other wise this spell cannot affect scenery on which something is already built.

For the duration, why not make it 1 day/2 levels (enduring) this creates room for both permanence and short term use granting more flexibility for the way different people want to use it and also feels thematic with the "7 Days" name (though I understand that it's more of a Genesis reference.)

Here's a question though. If it can define the terrain type, can it also define the environment, can it force people to start making extreme-temperature checks or impose or modify any other natures fury effects? I mean, if there is a howling wind storm and you create a chain of mountains, or if you're in a sunny area and you make a desert does that also increase the heat in the area. It's not a weather spell so my guess is no. I just wanted to see how far reaching it's effects could be for an 8th level environment changing spell.

 19 
 on: November 26, 2014, 05:44:26 PM 
Started by spinningdice - Last post by ludomastro
Indeed!  A failed expedition would allow for those who warned us to shake their heads sadly and rue the evil bugbears and stupidity.  I'm all for it.  I'll return as a villager so that my priest persona won't have to head to the cathedral.  Is there anything else that would be helpful?

 20 
 on: November 26, 2014, 05:41:30 PM 
Started by Antilles - Last post by Mister Andersen
Anyway, thanks for having me along all. Sorry things end like this. Embarrassed

No worries.  Hope things get better for you.

This.

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