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- March 19, 2014 at 5:00 pm #150990AnonymousInactive
Speed & Strain: Reviewing both the speed and strain values of the both base spells; apply the highest value as the spell’s Speed +1 and the second highest value as the spells Strain +1.
I still believe this is not a good way to combine the spells. In many cases you could combine 2 spells designed to be very quick but also designed to strain you more. As an example, combining 2 spells that have Speed: 1 (6) into an advanced spell would give you a spell of 7 (7), making an interruptible spell out of 2 spells designed to be quickly cast. A better solution that keeps the spirit of the 2 spells is:
Speed & Strain: The Speed of the advanced spell is the highest speed cost of either base spell +1. The Strain of the advanced spell is the highest strain cost of either base spell +1.
John
March 19, 2014 at 5:40 pm #260047AnonymousInactiveSpeed & Strain: The Speed of the advanced spell is the highest speed cost of either base spell +1. The Strain of the advanced spell is the highest strain cost of either base spell +1.
I like this solution better
March 19, 2014 at 6:22 pm #260066AnonymousInactiveI had thought of that originally
it quickly made advancing base spells completely obsolete….
combining and advanced spell and advancing a base spell should both be a viable option…
Combine a few spells your way and advance some spells.. you will see you get a lot more bang for your buck when you combine things the way you propose.
March 19, 2014 at 6:24 pm #260068AnonymousInactivePedro I know it , but we keep rehashing all the differnt ways to do this and i think taking the 2 worst numbers out of the mix not the most effective, because you end up with things that were orginally strain as speed and it just doesnt make sense
March 19, 2014 at 6:34 pm #260082AnonymousInactiveit quickly made advancing base spells completely obsolete….
I respectfully disagree… The proposed method makes combined spells obsolete…March 19, 2014 at 6:36 pm #260084AnonymousInactiveWhy did we move away from Highest Speed + 1/2 Lowest Speed and Highest Strain + 1/2 Lowest Strain?
John
March 19, 2014 at 6:39 pm #260090AnonymousInactive@devin dunno
I liked the last iteration of:
Use the slowest Spell’s Speed cost and apply the faster Spell’s Speed or Strain (whichever is higher) cost as additional Strain. In cases which both spells possess the same Speed, use the spell with the highest Strain as your Base Spell.March 19, 2014 at 8:34 pm #260142AnonymousInactiveit quickly made advancing base spells completely obsolete….
I respectfully disagree… The proposed method makes combined spells obsolete…
Some combinations, yes.. some combinations just got a kick in the head…
while other combinations work very well…
what it does is limit the mixing of slow spells with slow spells or spells with super high strain (which was meant to curtail some mixes in the first place)
I have also been considering taking away the final +1 to each so it’s just the highest speed/strain (maybe swamping the highest value to strain)
March 19, 2014 at 8:36 pm #260143AnonymousInactiveyour gonna have to expand on that some more there pedro
March 19, 2014 at 8:38 pm #260145AnonymousInactiveCurrent version (updated)
Speed & Strain: Reviewing both the speed and strain values of the both base spells; apply the highest value as the spell’s Strain and the second highest value as the spells Speed
March 19, 2014 at 8:42 pm #260150AnonymousInactiveThis still results in nonsensical combinations of 2 spells meant to be fast but high strain into an interruptible spell with high speed and high strain. That makes no sense to me.
Pedro can you find some examples of where High Speed + 1 (High Strain +1) results in spells vastly superior to adapted spells?
John
March 19, 2014 at 8:47 pm #260155AnonymousInactivePedro, would you accept
Take the higher of the spells 2 speeds and add their strain together?i think keeping the speeds as speed and strain as strain is important
March 19, 2014 at 8:51 pm #260162AnonymousInactivei think keeping the speeds as speed and strain as strain is important
I feel the same.
John
March 19, 2014 at 9:07 pm #260192AnonymousInactivePedro can you find some examples of where High Speed + 1 (High Strain +1) results in spells vastly superior to adapted spells?
Elemental Bolt/Arc Lighting – 4 (+2) /4 (+2)
becomes 5 (+3)
Melee (1 target)
2d6 (Primary)+2to get Arc Lighting to do the same damage you need to apply the damage boost 3 times
for CTN: +9, Strain +3 final cost of 4 (+5) and are still a few points behind on damage.that was a quick look.
March 19, 2014 at 9:09 pm #260194AnonymousInactivePedro can you find some examples of where High Speed + 1 (High Strain +1) results in spells vastly superior to adapted spells?
Elemental Bolt/Arc Lighting – 4 (+2) /4 (+2) –
becomes 5 (+3)
Melee (1 target)
2d6 (Primary)+2to get Arc Lighting to do the same damage you need to apply the damage boost 3 times
for CTN: +9, Strain +3 final cost of 4 (+5) and are still a few points behind on damage.that was a quick look.
I’ll be honest, the CTN’s on adaptations are rather high compared to CTN for Advanced Spells. Otherwise, I don’t see a big issue with that, since the Improved Arc Lightning is still a Base Spell and could be combined with something still.
John
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