Talk:True Dweomers: Difference between revisions
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should TD spell research take triple the normal number of days? | should TD spell research take triple the normal number of days? | ||
no | |||
it is | I'm still not convinced that it should cost 3 spells per strata to mana burn a TD. Since it requires at least one feat to even get one of these puppies, I'm not sure we need to punish mana burning. Mana burning is already really complicated, and we don't need to find new ways to make people waste their spell slots; we've solved that problem. If, however, you wanted to keep the 3:1 rule, but say that there is no level restriction on which strata you can mana burn up to, I might be more amenable to the idea. | ||
==System and Structure== | ==System and Structure== |
Revision as of 13:31, 19 August 2020
should TD spell research take triple the normal number of days?
no
I'm still not convinced that it should cost 3 spells per strata to mana burn a TD. Since it requires at least one feat to even get one of these puppies, I'm not sure we need to punish mana burning. Mana burning is already really complicated, and we don't need to find new ways to make people waste their spell slots; we've solved that problem. If, however, you wanted to keep the 3:1 rule, but say that there is no level restriction on which strata you can mana burn up to, I might be more amenable to the idea.
System and Structure
Spell Strata | Burn Cost | Min Level | Base Dice | max dice | range | avg | perfected |
---|---|---|---|---|---|---|---|
1 | +3 | 21st | 1d6+6/CL | 31d6+186 | 217-372 | 294.5 | 744 |
2 | +3 | 23rd | 1d6+8/CL | 31d6+248 | 279-434 | 356.5 | 868 |
3 | +3 | 25th | 1d6+9/CL | 32d6+288 | 320-480 | 400 | 960 |
4 | +3 | 27th | 1d6+10/CL | 32d6+320 | 392-512 | 452 | 1024 |
5 | +3 | 29th | 1d6+11/CL | 33d6+363 | 399-561 | 480 | 1122 |
6 | +3 | 31st | 1d6+13/CL | 33d6+429 | 462-627 | 544.5 | 1254 |
7 | +3 | 33rd | 1d6+15/CL | 34d6+510 | 544-714 | 629 | 1428 |
8 | +3 | 35th | 1d6+16/CL | 34d6+544 | 588-748 | 668 | 1496 |
9 | +3 | 35+ | 1d6+17/CL | 35d6+595 | 630-805 | 717.5 | 1610 |
True Dweomers are affected by metamagic feats, but note that many of the more potent feats have such a large level adjustment, they cannot be fit onto the higher level true dweomers without use of a magic wand or spell research.
- range
true Dweomers can use any range
- area of effect
true dweomers with AOE's tend to be LARGE, up to thousands of feet, miles, even leagues. note that metamagic can make even that larger.
- saves
true dweomers follow the basic rule 'no auto effects', but may impose severe save penalties in exchange for smaller range and/or area of effect, to the extreme of the example below "Corrupt Dweomers"
Current status
- True Dweomers - data compilation complete
- OGL info updated
- System scope and balance spreadsheet at about 70 percent complete (134 TD's placed so far)
- for balance pass, need to take into account the true-dweomer damage capacities of clerics, mages, druids, bard, paladins, rangers, etc. ergo, need to develop a bare-bones 'early implementation' of TD's
- have to take a feat to get a TD
- optionally, all TD's can be cast as rituals, requiring time as defined by the GM, but usually at LEAST a full minute, usually an hour or more. If cast this way, AOE's are multiplied by 10 in all dimensions, multi-target spells affect ten times as many, all ranges increase by 100 percent (double). saves and damage are the same.
- standard cast time is a full round action
- make skill roll below to cast as a standard, can be quickened if you want
- feats make skill roll easier/redundant
Example:
Bailiwick Skill Check:
- Roll is optional; if you succeed on an impossible check, you can cast the TD as a standard action, otherwise, always castable as a full round action. However, if you roll an Easy result or lower (or a 1), it counts as an auto-miss/auto-save. With 3rd and 5th feat, this risk mostly goes away, and it's just a question of whether you can get the impossible result or not.
- If you choose not to roll, or you get any result other than impossible or failure, TD takes a full-round action to cast.
Thus:
- Impossible DC (52) - standard action to cast
- Hard DC (47) - full round action to cast
- Challenging DC (43) - full round action to cast
- Average DC (38) - full round action to cast
- Easy DC or lower (33) - full round action, auto-miss/auto-save (half damage or whatever partial it does on a miss/save)