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Author Topic: Paths: Under the hood  (Read 2281 times)
Mister Andersen
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« Reply #30 on: January 06, 2011, 10:52:25 AM »

My feeling is that Blessed is just too wonky a feat to be allowed as a standard option.  I probably should have been a campaign quality to allow it.

1. Blessed only functions if the Miracles quality is turned on
2. You need to spend an interest to gain the alignment that grants you access to the path
3. Alignments exist at the GC's discretion
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SilvercatMoonpaw
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« Reply #31 on: January 06, 2011, 11:03:24 AM »

I mean in addition to that.  Perhaps if it wasn't part of the standard lineup of feats people wouldn't be trying to balance things with it.
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Morgenstern
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« Reply #32 on: January 06, 2011, 11:14:42 AM »

I think it's enough to say Alex has more latitude than us, but in general players creating paths should stick to "one feat or less" for any step I  we come up with Grin.
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« Reply #33 on: January 06, 2011, 11:24:33 AM »

I think we've pretty well hashed that out. Path I grants, at most, one feat, although it may be permissible to showhorn in one 0-level spell if it is thematic, if it otherwise difficult to fit into the progression, and at each tier, the Path looks comparable to other Paths. Agreed?

Ready for Step II?
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SilvercatMoonpaw
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« Reply #34 on: January 06, 2011, 11:28:39 AM »

Agreed.  Readying for next step.
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Deral
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« Reply #35 on: January 06, 2011, 11:47:20 AM »

Spells: No spells over level 0, consistent with the appearance of circle of power I. However, the spells are generally at will. Any two seems to be a minor benefit, whereas one seems to be potentially free.

It might be worth noting that Deathwatch (granted at will by Death I) is a 1st level spell
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SilvercatMoonpaw
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« Reply #36 on: January 06, 2011, 12:02:47 PM »

But what's worth noting about it is that it's a spell that isn't, on its own, terribly potent.
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« Reply #37 on: January 06, 2011, 12:09:19 PM »

But what's worth noting about it is that it's a spell that isn't, on its own, terribly potent.
Oh yeah, it's not overpowered, or anything, just a 1st level spell out on it's own.
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« Reply #38 on: January 06, 2011, 02:23:50 PM »

But what's worth noting about it is that it's a spell that isn't, on its own, terribly potent.

If it were simply not very potent, it would be a level 0 spell. Since there are no other 1st level spells in Tier I to compare it to, I don't really know what's going on with Deathwatch. Cure Wounds I, at will, seems dubious, and Magic Missile at will seems out of whack. It seems, at best, it should be Deathwatch, once per scene.
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Morgenstern
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« Reply #39 on: January 06, 2011, 02:48:00 PM »

Deathwatch - It's almost not a question of "is it potent?" It's nearly a question of "Does it do anything at all?" It'll let you spot undead masquerading as the living, and vaguely identify outsiders and constructs aren't what they seem (if they aren't already obvious), but most of the time you'll probably be able to figure out any and all of the information this spell offers on your own without a spell Smiley.
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Crafty_Alex
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« Reply #40 on: January 06, 2011, 03:17:51 PM »

Deathwatch - It's almost not a question of "is it potent?" It's nearly a question of "Does it do anything at all?" It'll let you spot undead masquerading as the living, and vaguely identify outsiders and constructs aren't what they seem (if they aren't already obvious), but most of the time you'll probably be able to figure out any and all of the information this spell offers on your own without a spell Smiley.

Right. As I mentioned earlier...there's a bit of fuzziness. Deathwatch was so appropriate to the Path of Death, we pushed it down a step. Same with Endure Elements on Wilderness I - handy, sure, but it really only applies in very few situtations (Nature's Fury and the Control Weather spells most likely) it was hardly a game breaker.
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royalfa
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« Reply #41 on: February 02, 2011, 04:29:18 PM »

I'm ready for all steps!! pawsplay...

when you post all???...

I'm thinking in write all the pantheon on my setting
(don't have much time and like a lot the idea of world's travel as campaign to fully use of the adventure's companion accessory)
but knowing myself I will do it some day lol.

I was thinking in two things:

1st. Define well the "opposing" alignments.

I have the idea of match this with "stars/suns" and "moons" with colors...a combination of colors have make an alignment...
I was playing with this but nothing concrete yet.

2nd Have the goods.
Here I am using the "kalamar 3e D&D setting" for my pantheon but I want to "create" my own...maybe I "borrow" some gods from other settings...Like a lot the completeness, I mean the whole idea of the  "Faith and Avatar" accessory for AD&D...

One question:
How you define Alignment?
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