19 posts
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Post by Sebarnexal (nethya.emor) on Jul 16, 2015 2:00:09 GMT -8
Abaddon: I don't agree that it should be a summoning spell; I think illusions are mind magic and that's a phantom image that just so happens to be able to attack. How about it costs 1 magic per round to maintain and if dispelled, can be brought back by spending 1 magic as well? I honestly don't see a problem with it being kept out and the caster being able to cast other spells. People with animal companions are able to have their pets fight alongside them. Ahhh, see, that's not how I understood it. The spell says the caster has to spend their action to control the illusion outside of its programming, so I assumed they had to spend their turn each round telling the illusion what to do in combat. If it functioned that way, it'd be yet another variation on the Mage Bolt spells, but with higher damage and lower accuracy. If they can fight alongside the illusion, then yeah, that certainly makes things different. 1 magic per round still does seem a bit costly in comparison to other spells, but I really can't think of a better method without making it overly-complex to use. My suggestion: Every time the illusion is successfully hit, you need to pay 1 Magic to keep it 'real' for the target? The minor issue with illusions is, will the target know who is you and who is the illusion? In case you make an image of yourself, just to keep it fair. Exactly.I did a test fight, just a single one so don't take it for full science: Fighting/Magic 8, Reflex 5, Resolve 4. Pastebin chat logFrom this, all Mages would lose against a Fighter except Battlemage or a mage with a pet/active summon. You can replace the spells with other ones in case they would work better. But mainly Fighter has advantage of having far more chances to attack while the mage casts their spells. Maybe streamlining damage would work. Spellcasting:1 post: 2 dmg additional 1 post/magic: 3dmg or 2dmg aoe additional 1 post/magic: 4dmg or 3dmg aoe Effects and non-standard spells would follow similar pattern. That way if you spend 2posts 1magic casting or 1post 2magic, you will deal 4 dmg (the fighter can swing at you twice in the first scenario, the other one depletes mana/magic very fast) As for HP, there should be a balance of Mage's Shielding and Armor when combined. Either let all have Light armor and increase shielding by 1, or let those without armor have increased shielding by 2 since that's their only defense and it takes a bit to cast. Or just double shielding for all (In all possible scenarios Battlemage doesn't need double shield bonus.) Or maybe keep Shielding the same, but let it be cast in 1 turn. (Again Battlemage bonus no-no) Another way to balance Magic is to have the Spell damage or duration scale with Magic level, or have few spells with Magic level requirement, or limit amount of magic 'categories' you can use and have a few powerful things in each, or have the Spell require having 4+ spells in that category. There are a lot of ways to go about this.
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3,197 posts
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Post by Lιттle Ƭree (Cedar Ashland) on Jul 16, 2015 12:38:31 GMT -8
I did a test fight, just a single one so don't take it for full science: Fighting/Magic 8, Reflex 5, Resolve 4. Pastebin chat logFrom this, all Mages would lose against a Fighter except Battlemage or a mage with a pet/active summon. You can replace the spells with other ones in case they would work better. But mainly Fighter has advantage of having far more chances to attack while the mage casts their spells. Maybe streamlining damage would work. Curiously, would the turnout be any better if Evocation bolts were used - which you can 1 post cast if you continue to do so after that initial 2 posts? There is something to be said about smartly building your character for what you wish it to do, as well. I think most mages - if combative at all - would be set up to better support other fighters. Either to help them heal, to add additional damage, or to do AoEs that can damage several. The idea being, protect your mage/keep the melee away from them. I have gathered, from reading over this thread, that the Battlemages can hold their own. I am curious if a regular mage streamlining evocation bolt spells does better than the usual turnout. And then also how an Elementalist would fare.
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19 posts
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Post by Sebarnexal (nethya.emor) on Jul 16, 2015 14:01:33 GMT -8
Curiously, would the turnout be any better if Evocation bolts were used - which you can 1 post cast if you continue to do so after that initial 2 posts? There is something to be said about smartly building your character for what you wish it to do, as well. I think most mages - if combative at all - would be set up to better support other fighters. Either to help them heal, to add additional damage, or to do AoEs that can damage several. The idea being, protect your mage/keep the melee away from them. I have gathered, from reading over this thread, that the Battlemages can hold their own. I am curious if a regular mage streamlining evocation bolt spells does better than the usual turnout. And then also how an Elementalist would fare. Elementalist had their shield broken in 1st hit once it was up, so 2 post wasted casting, and Fighter just smacked, and then they had to spend another 2 posts to spin up Evocation Bolt. Elementalist did cast Bolt once and deal 4 dmg, and then died in the next turn. If the dice allowed them to live, they would get to shoot another 1 spell and if it hit it would kill a light armored fighter but medium and heavy would still be alive (without using brushing off abilities or trait skills, racials, etc). Fight goes as this if the Evocation mage is first:Get hit=Attempt Fighter dmg=3 Fighter hp=11 Elementalist hp=5 Elementalist dmg=4 Prepare Shielding, get hit by Fighter, Shield finishes casting, get hit by a fighter (breaks shield), prepare next spell, get hit by a fighter, finish casting next spell (Evocation) first time you attack, get hit by a fighter, chain Evocation, get hit by a fighter, chain Evocation, get hit by a fighter. So in all of this, mage attacked 3 times (2 post to shielding, 2 post first evocation, 1 evocation, 1 evocation), fighter attacked 6 times. Note that if Fighter was first, he would attack 7 times. Fighter breaks Shielding in 1 hit, not much point in using it unless you're battlemage. Mage can take 3 hits and die, Fighter can take 3 hits and die. However, Fighter attacks twice as often. Conclusion, Shielding is useless. (Not to mention, by the time you land your 1st attack, Fighter can hit you 4 times) Without shielding:Start spell, get hit by fighter, evocation spell, get hit by a fighter, evocation spell, get hit by a fighter. And so on. Only note that without Shielding the Mage will survive 2 hits and die (healing doesn't suit combat, 2 posts to heal 2hp gives fighter 2 free hits). Elementalist needs to land 3 successful hits to kill heavy armor, Battlemage needs to land 4 successful hits, all other schools (light armor, heavy armor, no armor) need to land 5-6 successful hits (2 dmg spam or using other spells with long posting time) but the posting time for anything that does low damage would cost them their life. They might be able to survive 1-2 more hits but their attacks would still be slow. Note these are 'basic' builds. If a Mage has a Animal Companion that would help deal 0-3 hits or take 1 hit more. Or if a mage walks around with Lesser Summon monster. They would have decent chances with one of that, minor advantage with both, but if you add Battlemage school to them they're overpowered (Shield for 6 points, let 2 creatures attack enemy, then start attacking too, redo shield when needed). Which is why the 'gap' is so large between being useless in combat and being overpowered. Also if a mage casts a spell before start of combat and buff or summons something they would have starting advantage, but the person would probably end up attacking them the next moment they saw them as a threat so that is unlikely unless ambushing. Spending 2 posts to throw a spell that does less than 4+ damage or has impressive effect isn't really good. As you give enemy one hit attempt at you, and as a Mage you cannot really risk that (dead in 2 hits). This doesn't mean Magic is bad, it's really awesome, but for combat scenario there isn't much wiggle room, you either go Elementalist(with companion) or Battlemage, then shoot 1 Evocation spell until target dies (battlemage shield themselves). For cheese - Battlemage takes companion as well, and for max cheese they take Lesser Summon+Companion and keep them both up at all times. (Any mage who has 2 companions with them is going to pretty much win, as it's 3v1.) We could test in-world so you see what I mean by all of this, I did post few suggestions above and submitted several new spells, though they are suggestions and not complete solutions. A solution to magic could be done with a 1hour magic meeting.
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3,197 posts
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Post by Lιттle Ƭree (Cedar Ashland) on Jul 16, 2015 14:39:16 GMT -8
Thanks for the reply.
On that idea, any mage worried about combat could take a number of spells that give them companions/summoned creatures for a scene and have the same advantage. Which brings me back to building your character right for what you want them to do -- choose things that make sense.
We have a number of schools a mage can join that could bring them to more or less equal footing with a fighter. Esoteric Arrows, Numinous Blades, Songblades, Battlemages -- maybe even Elementalists. I suppose you could count Predicants in that as well if they have their demon?
If you don't join those schools, you should be built smartly if you want a character to fight a lot, choosing your spells with care towards that idea as well as the idea of what makes sense for your character. Otherwise, you should look to filling a support roll (fighters keep the melee away is the idea). or get out of dodge is stuff goes down.
I think it might be more worth the efforts of at all right now to look over the spells that bring concern as being worthless after the new changes have been made. And then figuring out good ways to revise them so they are worth being put to use once more?
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19 posts
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Post by Sebarnexal (nethya.emor) on Jul 16, 2015 15:28:24 GMT -8
Few spells not mentioned in the thread yet:
Call the Wild: * This spell allows the caster to summon a number of small animals and birds to act as defenders. It takes 2 posts to cast and costs 1 Magic. They all act in unison, attacking a single target, or intercepting damage done to the caster that would normally affect him. The 'swarm' has Fighting 4, Strength 2, Reflexes 6, and does Light damage on a hit. In total it has 4 Hit Points, which can either be taken from hits that would affect the caster, or are directed at the swarm. Once all Hit Points have been used, the animals flee into the surrounding area. Make them deal Medium damage?
Call the Wound: This spell takes 1 post to cast and costs 2 Magic, and requires that the target has been already wounded. The mage causes the previous damage to worsen, doing 1 more Hit Point of damage. A target can only be affected by this spell once per scene. Do 2-3 damage?
Call the Dead: This spell allows the mage to call up an undead servitor, a skeleton or zombie, to serve him. It takes 3 posts to cast, and a corpse or the pieces of one. He must spend 1 point of magic per corpse animated, and feed them some of his blood (causing one wound, regardless of how many he creates, though this does not count against his Hit Points). The undead obey his commands exactly, but have no will and no ability to speak or reason. They have the following traits: Fighting 4, Magic 1, Shadows 2, Reflexes 3, Strength 4, Huntsman 2, and 2 Wounds. Undead automatically fail any resolve rolls required. They remain until destroyed orthe caster allows the bodies to revert to inanimate matter, but no mage can have more than his magic rating in undead at any one time. Replace wounds with Hit points, could make it for every HP given to increase their HP (more corpses). How much damage they do?
Shark's Teeth: This spell takes 2 posts to cast and costs 1 Magic to use. This allows the caster to grow a pair of pointed sharp teeth in more than one row and enlarge their mouth. When biting using this mouth, it counts as a Medium weapon. Make it large?
Clawed: This spell takes 2 posts to cast. This allows the caster to grow a pair of clawed hands or feet. When using these appendages to attack, it counts as a Medium weapon. Make it large?
Fleshmelding: A form of healing that is intensely painful and leaves raised, ridged scars on the target. It takes 3 posts to cast, and any open wounds the target has are closed up, sealing themselves behind thick scar tissue. The target restores 1 Hit Point of damage per 3 points of Magic rating the caster has, effectively healing the wound, but is left weakened for a day (Strength and Reflexes reduced to 1). (remove offensive use or half it instead?)
Lightning Bolt too strong as it stuns. Potential to infinite stun. Spectral Grasp needs different effect cause it doesn't skip armor anymore. Lingering Hex, how does it work with new armor ruling? Illusion Images (Phantom Assassin) should drain 1/2 Magic every time they're hit as up-keep. Lookie Here should drain 1 magic every turn and 1 magic every time it's hit or have HP.
There aren't many combative/damaging spells now that I had a good look.
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Post by Batman on Jul 18, 2015 11:23:52 GMT -8
Thank you all for your input
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