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 PostPosted: Fri Feb 26, 2010 2:44 pm Reply with quote  
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  Starric
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yes.

Thought it was understood I was rolling against the target's MD of 48.

If you target someone with a physical attack it generally uses their DEF.

Arcane/magikal ones use MD and psychic ones use PD.

A basic tenet of AE is a d100 roll against a target difficulty (TD).

in this case, the mage's Cast skill roll (d100 + 27) versus the target's MD 48. His roll of 56+27 is 83, which is greater than than the MD needed, so its a success.
Quote:
So no channel roll is needed if the amount of mana used is less than the channel skill during a single spell casting attempt if the mana used comes from personal storage. If the mana used comes from an outside source such as item, ley line, etc then a channel skill check is needed before the attempt to cast the spell.


This is not correct. When spell casting the focus skill is the Cast skill. Channel is entirely passive when powering a spell. Let me demonstrate with an overloaded Arcane Skin spell (see farther up for write up):

The spell will absorb 1 HP damage for every mana you put in it. Let's put his entire mana pool of 54 in it.

Classic's CF is 25, so his actions of 25, 18, 11, and 4 in a melee round. On CF Action 25 he starts casting, investing his max of 10 mana (see previous post for this number). He's not done casting the spell in 1 CF Action Count so he is in danger of being interrupted as he continues passively channeling power into the spell.

On CF Action 18 he adds 10 more for a total of 20 out of 54 required.
On CF Action 11 he adds 10 more for a total of 30 out of 54 required.
On CF Action 4 he adds 10 more for a total of 40 out of 54 required.
Next melee round on CF Action 18 he adds 10 more for a total of 50 out of 54 required.
On CF Action 11 he adds 4 more for a total of 54 out of 54 required and the spell is finally cast that CF Action Count. He makes the TD 75 skill check required at this point to see if the spell actually succeeded or not. If he failed the mana and time is lost.

-Monty


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 PostPosted: Fri Feb 26, 2010 3:47 pm Reply with quote  
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  ogre
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So the 85 vs 48 encompasses to hit with spell, not to cast. It is assumed he does not need to roll to cast the spell?

To me this makes no sense from the way I have always run magic.

MD is the same as DEF in the context that the mage must beat the MD the same way an archer would have to defeat DEF.

Yet some of the fumbles suggest that the roll is to cast, not to hit. Thus my questions. Can a mage automatically cast a spell with no fumble chance if there is no target? The MD for a spell cast on self is 75, meaning it is harder to cast a spell on yourself than on others that you are trying to hit using the MD of 48 as an example? That once again makes no sense.

If it is a true to hit roll, then the fumble chart used should be a weapons style fumble. But since it appears the fumble chart used is for actual casting and not to hit there should be two rolls. One to cast and one to hit.

Not liking what I am seeing so far. Sorry, you are explaining it well, I just do not like some of the choices so far. I can see the game choice such that MD is treated like DEF, but then you are rolling simultaneously to cast and to hit and it is easier vs an opponent as opposed to casting on yourself. Which to me means the system is broken coming out of the chute. Did no one bring this up in playtesting? That it seems harder to cast a spell on yourself than to hit and damage someone else.

Please help me understand why you think this is a good idea? I would rather have two separate rolls, one to cast and one to hit (which I do already except for auto target spells like DnD's magic missile spell, charm person, hold person etc) By using MD you have essentially gotten rid of a save roll. I see that, but you are combining to cast, to hit and to save in a single die roll. I don't think it works well in certain situations. Especially using the current fumble and crit charts. Each designed for differing aspects of combat. A fumble to hit and a fumble to cast are two separate beasts.

Thanks for being patient and attempting to bring enlightenment to the darkness that is me.

chris
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 PostPosted: Fri Feb 26, 2010 3:53 pm Reply with quote  
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  ogre
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Low level mages are going to be miserable to play. Each time they cast and fail they will lose mana. They give up a lot and not only risk fumbling, but risk actual spell failure. While an archer loses nothing by shooting an arrow and missing and a warrior loses nothing by swinging a sword and missing. (Iknow the archer lost an arror, but I mean he has more arrows. Usually way more than he will ever shoot in an encouter) While a mage, who has limited abilities, very limited number of spells and only able to use them a few times a day. Will die horribly unless protected by a bunch of meat shields.

I have not tested this yet, but this is what I see. I do not see a lot of players being very happy in this system as spell casters. Especially priests who have always been allowed automatically succeeding at spells because they are powered by God.

But I will give it a shot, once I think I understand it reasonably enough to explain it to others. I will play it originally with new players straight out of the book. Not changing or modifying anything. Its best to get peoples reactions to AE not to my version of AE.

chris
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 PostPosted: Fri Feb 26, 2010 6:02 pm Reply with quote  
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  Starric
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Actually, the situation you describe is not been replicated by what I've seen game play.

Mages tend to take a school of magik and start out with 10 or more spells & rituals with OP 1 capability.

Most OP 1 spells cost 1-4 mana and average mana pools range from 35 - 60 mana. That's a hell of a lot of magik to throw around.

Look at the example mage: he has 54 mana. Mystik Dart costs 2 mana. If that was all he cast during game play, he could do so 27 times.

Rest a day (8 hours) and that mana pool is rejuvenated. Compared to an archer with an equivalent amount of arrows, the mage is likely much better off since he can replenish his supply with rest. An archer can, of course, purchase more but hardly in the middle of an adventure.

Equally, using Channel, a mage could draw power from others, use rituals (which don't use mana at all), pull mana from sources or even ley lines to recharge.

I'm going to highly suggest you read the book in the relevant areas and test the system some in a pilot or too with one or two players to get the hang of it. I can tell from your questions that you have some confusion on how things work and how they play out.

I can't gather how you arrived at the limitations you've described.

A glance at the mage profession in the book shows you can start out with a school of magik, with immediate access to an average of 10 spells and a few rituals. Or, he can start out with a random mix of spells and rituals, 4-8 in total of OP 1-3.

It gives a beginning mage a good kick.

Try it out. I think you'd be very surprised.


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 PostPosted: Sat Feb 27, 2010 9:40 am Reply with quote  
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  ogre
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I see what I did wrong, I am thinking in the old school for mana where a mage starts with very little mana. usually 4-8 at first level. Ok, that is what I was missing. The change to a non level system, means you need to start with more mana since you will not be gaining any upon leveling. Got it.

chris
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 PostPosted: Sun Feb 28, 2010 7:47 pm Reply with quote  
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  kwiksylver
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After testing quite a few of the characters in various situations, not unlike going through Hell Week to see if a person can muster the intestinal fortitude it takes to keep going when there is nothing left but grit and will holding them together..oh wait, I mixed that up with the fisrt 10 minutes of one of my games Smile
Anyhoot, the suvivability factor is pretty high in just about every character/race combo I have tried, especially the mages.
Those first few spells that the mage gets and continually uses build in both scope and power as the mage grows. Costs are relatively inexpensive to the mage so their gifts can keep on giving Smile and what with the dynamics of the game, the mage no longer is just a "fire and forget" weapon.
The mage does gain mana with each "leveling" as their mana is derived from their APT and their professional ranking, not too mention the various secrets that increase APT, or overall Mana as well.
Got ta love them spell slingers now-a-days Smile

John
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casting speed
 PostPosted: Mon Mar 01, 2010 3:52 pm Reply with quote  
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  Starric
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Okay, I think we have the previous items worked out.

Let me add another note on spell timeliness.

the amount of mana required for the spell and your Channel skill drives how long it takes to cast a spell.

A mage with 1 Channel skill casting a 10-mana spell would required 10 CF Action Counts to cast it.

The spell 10-mana spell in the hands of a mage with a 10 Channel skill would only take 1 CF Action Count.

While I am on the subject, the CF Action Count where you provide the last mana point required to power the spell is when the spell goes off.


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overloading magik
 PostPosted: Mon Mar 01, 2010 4:14 pm Reply with quote  
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  Starric
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some spells can be overloaded.

When I say that I mean you can add more mana to the base cost to make the spell more powerful. Arcane Skin, for example, is one that can be overloaded since you can invest more mana into it so it will absorb more damage.

When determining how long spells of this nature take to cast, figure out the total amount of mana invested and then divide by the mage's channel skill ranks.

So, if we put 20 mana into arcane skill and had a 5 channel skill, it would take 4 CF Action Counts to do.

let me use another example.

MOONWOLF’S BALL LIGHTNING – OP 4
Preq: 30+ APT, 24+ MA, Spec Channel, Spell Piercing [Cast]
Mana: 22 (see below) C: 94 F: 13
Range: 100 M: none Area: see below
Duration: see below
Shoots 1-5 (caster’s choice) balls of lightning from the fingers and thumb. A single ball lightning is 6 inches in diameter; a pair would be 3 inches each, and so on. The base damage for the single ball would be 5d6+15 HP (in a five ball spread they would be d6+3 HP each). These balls zip forward at a speed of 30 ft per CF Count and will ricochet off of any non-living object they strike (losing 1-HP potency each time). They also ricochet off living targets as well, but each time they lose half their potency (into the creature hit). The ricochet directions are always random and up to the GM. Every 4-mana points used in the initial casting can add either 1 more ball or add d6+3 HP to base power. Note that no more than ten such balls can be used though the max base power can be raised to any height.

This OP 4 spell allows you to add more mana to the 22-mana base in order to add more ball lightning or bump up the damage.


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 PostPosted: Mon Mar 08, 2010 8:52 pm Reply with quote  
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  Starric
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Let's talk about the Ceremony skill.

Rituals use the Ceremony skill but unlike the Cast skill all rituals use the same skill.

Let's use the following ritual, a common staple:

NAMPHROOK’S HEALING – OP 1
Preq: 18+ APT, Trd Ceremony
APT: 18/3 C: 97 F: 8
Range: 0 Time: 1 minute
TD: 75 Duration: see below
Learn: 5 GS Influence: none
Heal any living creature of 10 points of HP damage. Those thus healed may be healed more than once so that all normal damage may be removed. However, this will not heal burns, acid damage, or wounds of a critical nature that are not pure HP. It will stop the bleeding and heal Hidden or Internal wounds that are solely pure HP in nature.

It requires 18 total APT to use, which must be sourced from the ritualist (you know this because no influences are allowed). It impairs APT by 3 after use and heals 10 HP damage over 1 minute's time.

our example mage, Classic, has the following for the ceremony skill:

Ceremony (ESS) 10, +15, 98, 9, 25

Let's have Classic attempt the ritual on a wounded friend. He gathers the power necessary (18 APT) and uses the ritual. He rolls a 39 on d100 and adds +25, for a total of 39+25 = 64, which is lower than the TD 75 required to complete the ritual.

Since he failed, his APT is impaired by -3. Classic tries again, this time rolling a 64 + 25 = 89 success! He heals his friend 10 HP but lowers his APT by another -3.


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 PostPosted: Mon Mar 08, 2010 10:00 pm Reply with quote  
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  ogre
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alright, one minute to heal, so battlefield healing is pretty much out. I assume potions work faster? Can that spell be pumped up so more than 10hp is healed at one time? Does the spell heal one hp per ten seconds over the minute and if pumped up does it spread the healing over time as a ratio?

chris
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 PostPosted: Wed Mar 10, 2010 4:29 pm Reply with quote  
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  Starric
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rituals, are by design, slow. Not the battlefield magic of choice. Great for the lead and clean up portions but otherwise quite inefficient as the magik of choice in combat.

Prayers are what you are looking for to get rapid healing or potions as you noted. Each has a cost associated with it, namely a Shock Save for the fast healing portion:

Here is some examples:

  • Oils of Life - Can be rubbed on the skin (1 minute) or ingested (TD 100 Shock or puke it up); either way heal 50% Max HP..
  • Potion of Healing - Heals 25% HP immediately but TD 75 Shock or stunned for d4 m/r
  • Troll Root - disgusting gummy, sticky, tuber; chewed (TD 75 Shock or puke) & quick heals 2 HP per m/r. If stop chewing it quits functioning. Lasts for max 5d20 m/r


Versus Elixirs (higher end versions):

  • Healing Elixir – Heals 50% HP max over a one minute period.
  • Great Healing Elixir – Heals 75% of HP max over a 1 minute period.
  • Critical Healing Elixir – Heals like a 50% HP elixir for critical damage, including healing up to 10 points of Attribute and Characteristic damage as well.
  • Detoxification Elixir – detoxifies 100% any creature 200 BODY or less.


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Prayers
 PostPosted: Wed Mar 10, 2010 4:35 pm Reply with quote  
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  Starric
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Since we are on the subject, prayers work exactly like spells do, except instead of using the Cast skill, prayer casters use the Entreaty Skill.

Otherwise, they mechanically duplicate spells.


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