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- This topic has 23 replies, 11 voices, and was last updated 12 years, 2 months ago by Anonymous.
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- June 17, 2014 at 7:37 pm #151309AnonymousInactive
Team Paradigm,
I was at Origins this year, and it was good seeing y’all again. While I was there, I picked up a copy of FiM2 just to complete my collection, and not really expecting much as far as useful character options for the shared world campaign. To my surprise though we find 2 new paths that are really cool. I start to get really excited. As an Expert Templar of Sarish my character would absolutely be more interested in Runic magic after fighting the Tulipetans and such. I figure this is an excellent path for a Sarishan I start plotting out how to get 3 ranks in the skill I am missing, and then I notice it. 3 ranks in Arcanum: (Elder, Eldritch, or Primal).
This is not the first time my hopes have been dashed for a valid Path of advancement, but it is kind of the straw that is breaking my back here. Is this an oversight of y’alls part, or are your really saying that Sarishans cannot ever Rune Cast or really master metaphysics?
Matt
aka Kaylith Dracul val’Sungha, Templar of SarishJune 17, 2014 at 7:42 pm #262979AnonymousInactiveTwo points:
1) Since Arcanum (Elder), Arcanum (Eldritch), and Arcanum (Primal) are NOT actually skills, I think this should read Arcanum (Thaumaturgy, Sorcery, Shamanism). As Arcanum (Sorcery) is the skill learned via Sorcerer-Priest of Sarish, this is almost certainly an oversight on their part.
2) Unless this has since changed, I do not believe that any form of Runic Magic scribed by PC’s is allowed in the Living Campaign as it kind of screws up the economy. I know as of LAST Origins this was under major discussion but near as I can tell the Paths in FiM II are not playable. This made me sad as I had built my (at the time) secondary around becoming a Rune-Maker as well and it was for that reason I dropped him (much to Amanda’s joy as she hated the character).
June 17, 2014 at 8:01 pm #262983AnonymousInactiveAs it stands you may not take that path, or at least you may not gain the benefit of crafting runes.
I’m not sure why you would want to take that path if you dont get to craft runes, but essentially no you cant take it.
–Josh
June 17, 2014 at 8:10 pm #262985AnonymousInactiveThe path fits the flavor of my character. I really don’t care about benefits. If I did I would not be playing a val’Sungha with no access to rules. Also, since coming to the blessed lands Kaylith has a lot of reason to want to know more about runic magic, especially after Origins. As a point about playability though the path does not grant Inscribe Rune so I don’t see why the path would be banned.
Matt
June 17, 2014 at 8:14 pm #262986AnonymousInactiveumm the path does grant inscribe rune at adept and master level …. ?
June 17, 2014 at 8:43 pm #262989AnonymousInactiveI had thought about playing a Dwarven Runesmith and had him built until I found out it was illegal for living campaign.

I tend to dislike when official material is banned from living campaigns. If the material was balanced and fit the world then it should not need to be banned from the living campaign (and if it wasn’t balanced or didn’t fit the world, why was it written that way?).
June 17, 2014 at 8:46 pm #262990AnonymousInactiveRunesmithing is probably the most common method of making a Magic Item in the world of Arcanis (it doesn’t even need you to be magical yourself!). That said, the reason it ISN’T allowed right now is that the Campaign hasn’t managed to get a system of crafting that works which doesn’t break the economy of the game. When they do that (which is, admittedly, fairly low on their priority list as far as I am aware), then they’ll probably open up this Path as Legal. Till then, it remains illegal to craft runes (and other items), so while you could take the path you wouldn’t really get many benefits for now.
June 17, 2014 at 8:54 pm #262991AnonymousInactive@Steve just because its not allowed in the shared campaign, does not mean it isn’t balanced it simply means that some things are not appropriate for shared campaigns. crafting items is one of them.
June 17, 2014 at 10:20 pm #262995AnonymousInactive@Steve just because its not allowed in the shared campaign, does not mean it isn’t balanced it simply means that some things are not appropriate for shared campaigns. crafting items is one of them.
I disagree. There would definitely need to be some rules/limits to avoid abuse but there’s no reason crafting wouldn’t work in the shared campaign. Given the number of things in Arcanis related to crafting (long sections on Artisan skill, multiple talents, a few backgrounds, and multiple paths), it seems like something that should be included in the shared campaign.
June 17, 2014 at 11:09 pm #262998frootsnaxParticipantMy own unofficial 2 cents: path should be allowed. Can’t craft for anyone but yourself. Cost is still the same. Only benefit is you can craft a rune even if the mod wouldn’t normally let you. Skills are reasonably nice and the flavor is strong … I can see wanting to take it.
June 17, 2014 at 11:44 pm #263000AnonymousInactive@steve you can disagree all you want, but the shared campaign is not likely to ever allow crafting, particularly of magic items, thats the official word not just my opinion.
June 18, 2014 at 4:41 pm #263011AnonymousInactiveJosh,
Can you show me where the Initiate level of the path is forbidden in the campaign material? I am not finding it in the campaign guide.
Team Paradigm,
For can I get an official errata for the requirements since as pointed out before there is no skill called Arcanum (Elder, Eldritch, Primal) just Arcanum (Cants, Meditation, Thaumaturgy, Shamanism, and Sorcery). I need to know the errata for home play as well as the shared campaign. Also, my understanding is we cannot take item creation talents in the shared world campaign, and when a path grants them we are to substitute another talent is that the correct course of action? If it is not, and I have to take the talent at Adept can I at least use it to transfer runes on my own? If you ban the adept level altogether if I take initiate, which does not grant the inscribe rune talent can the other limited talents become not limited for someone who is an initiate Disciplus Geometricus?
Sincerely,
Matthew Jenkins
aka Talen Drake
aka Kaylith Dracul val’Sungha@steve you can disagree all you want, but the shared campaign is not likely to ever allow crafting, particularly of magic items, thats the official word not just my opinion.
June 18, 2014 at 6:29 pm #263014AnonymousInactivenope, its not published in campaign material… if I look hard enough there is a quote from Henry somewhere saying that all of the published material is not automatically included in the campaign.
I know we have been here before on the previous boards, mr val’Sungha playing a race that doesn’t exist in the books, and a path that’s not allowed because crafting, substitution is fine for a home campaign, but this is a shared world campaign, what would happen if I just decided to arbitrarily made changes like that to my character because flavor?
June 18, 2014 at 7:00 pm #263019AnonymousInactive@steve you can disagree all you want, but the shared campaign is not likely to ever allow crafting, particularly of magic items, thats the official word not just my opinion.
If true, I think they are missing an opportunity. Yes, it would take a fair amount of work to hammer out rules that work and aren’t easily abusable but crafting plays a much larger part in Arcanis than in most other fantasy games so it seems like it should be included in the shared campaign.
I would not expect crafting actual magic items but high quality items and runes seems like it should be workable. A simple off-the-cuff fix for runecrafting could be cost of materials is high (4Gc per tier?) and/or that the character is not a full runecrafter and can only craft/transfer runes for themselves. I don’t remember FiM2 ever saying how expensive materials were and I am fine with altering rules for shared campaigns to avoid abuse (as long as they are still useful).
June 18, 2014 at 7:28 pm #263026AnonymousInactiveI would ask that we try and keep this polite at least if not friendly. People have strong feelings and tone can be misinterpreted.
With regard to the val’Sungha question, nothing in the referenced thread specifically states that it is unplayable by any campaign authority. I’m fairly certain that other players have created val’Sungha and val’Haupt characters. The nations and regions they’re from are legal. The question becomes how to reflect them in game play. All vals grant a bump to Charisma and the same benefits otherwise. Mechanically if a player selected val as a race and did not take a bloodline ability as there are none defined plus selected Charisma as the stat bump that’s completely valid for any val build no matter the name or the bloodline. If they became psionically awakened, they would be fine they simply wouldn’t gain access to any bloodline specific abilities. They would be forced to use a subset until such time as the rules supported them.
In terms of a Kio sword or armor, it is possible to gain them as a non-Kio using the Heirloom talent as noted:
Furthermore, Kio Swords and Armor are restricted items
and may only be acquired by meeting one of the following
criteria:
• Race: Kio
• Selected as heirloom courtesy of the Heirloom talent
• Obtained from a campaign-issued certificatep. 4 Version 2013-06, 1.3 Effective Date: November 19th, 2013
The bloodlines in question exist within the world and have not previously required special access to them. I can think of at least a few bloodlines I’d want to see documentation on as they’ve been granted as special rewards, but these at least I don’t see a problem with. If there are no mechanical benefits and RP ones are subject to GM decision as they already are, then I expect they’d be fine pending an official ruling.
As for what materials are campaign legal, I’ll refer to the current version of the campaign guide:
“Allowed Sourcebooks
and Documents
LEGENDS OF ARCANIS uses the Arcanis Roleplaying Game
as its ruleset. All products within the Arcanis Roleplaying
Game line are valid for use in the campaign from the date
they are published.All LEGENDS OF ARCANIS heroes must comply with the
most current versions of each of the following documents:• LEGENDS OF ARCANIS Campaign Guide (this document)
• Paradigm Concepts Product Errata and Updates
please note, this is not a single document, but rather
the ensemble collection of product errata that have
been released by Paradigm Concepts, Inc”p. 4 Version 2013-06, 1.3 Effective Date: November 19th, 2013
By this reading, the Path is in fact a legal selection. Combined with Henry’s note on crafting
Crafting of items, etc is not supported by the campaign, so I don’t see it being worth the money spent.
Friday Sept. 27, 2013 (viewtopic.php?f=7&t=389&p=4493&hilit=crafting#p4493)would seem to indicate that the Path is valid, but you cannot gain a benefit for doing so within the shared campaign. If the player(s) are willing to operate within those restrictions and pay to have their own runes created and moved, I again don’t see a problem. No mechanical or financial benefit for doing so and no impact to the campaign through complications or economy impact.
If players go this route and then press for being able to do something more with it than is currently allowed they run the risk of the Path being officially banned.
I think there is common ground here that both sides can be comfortable with.
With a sweep of his hat,
Paul
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