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- March 19, 2014 at 9:10 pm #260195AnonymousInactive
Take the higher of the spells 2 speeds and add their strain together
turns it into a 4 (4) spell
or
Take the higher of the spells 2 speeds +1 and add their strain together?
turns it into a 5(4) spellMarch 19, 2014 at 9:17 pm #260198AnonymousInactiveI’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.
maybe we need to increase the CTN of the combined spell and go highest speed/strain
March 19, 2014 at 9:21 pm #260200AnonymousInactivesure
just change CTN:
Equal to the sum of both CTNs-15.to
Equal to the sum of both CTNs-12.March 19, 2014 at 9:42 pm #260209AnonymousInactiveOk… this is what we have so far
• CTN: Equal to the sum of both CTNs – 12.
• Speed & Strain: Reviewing both the speed and strain values of the both base spells; apply the highest speed value as the advanced spell’s speed+1 and the highest strain value as the advanced spells strain +1
March 19, 2014 at 10:02 pm #260220AnonymousInactiveI’m ok with that, however i would really like to hear other opinions
March 19, 2014 at 10:16 pm #260222AnonymousInactiveI’m ok with that, however i would really like to hear other opinions
I’m not sure I’m good with a ‘fixed’ CTN bump. Assuming a 3 CTN / Tier from Tier I for most spells…
If you combine:
CTN 18 + CTN 18 (Tier 1’s) = CTN 25 (Roughly Tier 3 casting difficulty)
CTN 21 + CTN 21 (Tier 2’s) = CTN 30 (Roughly Tier 5 casting difficulty)
CTN 24 + CTN 24 (Tier 3’s) = CTN 36 (Roughly Tier 7 casting difficulty)
As much as I hate to complicate things, I would think that an Advanced Spell of 2 Tier 1 spells should be about as difficult to cast as a Tier II spell.
so CTN 18 + 18 = 21-22
CTN 21 + CTN 21 = 24-25
CTN 24 + CTN 25 = 27-28
CTN 27 + CTN 27 = 30-31
CTN 30 + CTN 30 = 33-34
Maybe it’s take the Highest CTN and add 3 (or 4)?
John
March 19, 2014 at 10:28 pm #260225AnonymousInactiveI have to say i think the math works better after looking at the examples if:
• CTN: Equal to the sum of both CTNs – 15.
~Tony
March 19, 2014 at 11:34 pm #260233AnonymousInactiveStill doesn’t help combining 2 fast spells like 1 (6) and 1 (6) to become 6 (6).
John
March 19, 2014 at 11:35 pm #260234AnonymousInactiveI agree the CTNs work better with -15. With -12, I think it makes advanced spells too hard to cast.
As others have said, adapting a spell still leaves it as Base so it could still be combined into an Advanced spell. I don’t see adapting a spell and making an advanced spell as an apples to apples comparison. I don’t see anything wrong with -15 and highest speed+1 and highest strain+1 for advanced spells.
March 19, 2014 at 11:50 pm #260236AnonymousInactiveHaving looked at the other suggestions, I’m all for a simple solution.
How about the same rules as Advanced Martial Techniques for speed and strain? The increased CTN is already a penalty and the big strain totals will penalise further. Also means players don’t need to use two different advanced rules.
Lets use a common combo to test: Pound of Flesh + Elemental Bolt
Current Method: CTN 21, Spd 7, Strain 4
Proposed Errata first draft: CTN 21, Spd 6, Strain 5
Proposed Errata Pedro Post: CTN 24, Spd 6, Strain 4
Adv Martial Technique method: CTN 21, Spd 5, Strain 7That strain will be a big limiting factor (even with burning Fate Points).
As a bonus, oddball spells like Smite Heretic are much easier to calculate, and consistent with a couple of Martial Techniques that are strait add/subtract values.
March 20, 2014 at 2:37 am #260256AnonymousInactiveHaving looked at the other suggestions, I’m all for a simple solution.
How about the same rules as Advanced Martial Techniques for speed and strain? The increased CTN is already a penalty and the big strain totals will penalise further. Also means players don’t need to use two different advanced rules.
Lets use a common combo to test: Pound of Flesh + Elemental Bolt
Current Method: CTN 21, Spd 7, Strain 4
Proposed Errata first draft: CTN 21, Spd 6, Strain 5
Proposed Errata Pedro Post: CTN 24, Spd 6, Strain 4
Adv Martial Technique method: CTN 21, Spd 5, Strain 7That strain will be a big limiting factor (even with burning Fate Points).
As a bonus, oddball spells like Smite Heretic are much easier to calculate, and consistent with a couple of Martial Techniques that are strait add/subtract values.
I’m intrigued….
run a few more combo’s Enemy/Ele Bolt and other popular combos
March 20, 2014 at 4:15 am #260280AnonymousInactiveBase Spells: Enemy of my Enemy + Elemental Bolt
CTN: 21
Speed (Strain): 8 (6)Proposed Errata first draft: CTN 21, Spd 7, Strain 6
Proposed Errata Pedro Post: CTN 24, Spd 7, Strain 6
Adv Martial Technique method: CTN 21, Spd 5, Strain 9Curse of the Brine Queen (Advanced) – by Eric Gorman
Category: Advanced
Base Spells: Black Tongue + Diminish Senses
CTN: 21
Speed (Strain): +7 (7)Proposed Errata first draft: CTN 21, Spd 6, Strain 6
Proposed Errata Pedro Post: CTN 24, Spd 6, Strain 6
Adv Martial Technique method: CTN 21, Spd 5, Strain 8
Note: The errata on dispelling via Mettle will make this less popular.Telekinetic Scream (Advanced) – by Eric Gorman
Category: Advanced
Base Spells: Concussive Wave + Mental Scream
CTN: 21
Speed (Strain): +7 (4)Proposed Errata first draft: CTN 21, Spd 6, Strain 6
Proposed Errata Pedro Post: CTN 24, Spd 6, Strain 4
Adv Martial Technique method: CTN 21, Spd 5, Strain 6Sarish’s Furnace (Advanced) – by Peter Teismann
Base Spells: Blood Boil + Heat Wave
CTN: 20
Speed (Strain): +6 (3)Proposed Errata first draft: CTN 20, Spd 5, Strain 5
Proposed Errata Pedro Post: CTN 23, Spd 5, Strain 3
Adv Martial Technique method: CTN 20, Spd 4, Strain 6Sarish Binds You (Advanced) – by Peter Teismann
Sources: Elder, Eldritch, Sorcerer-Priests
Base Spells: Black Ice + Entangling Webs
CTN: 21
Speed (Strain): +7 (4)Proposed Errata first draft: CTN 21, Spd 6, Strain 5
Proposed Errata Pedro Post: CTN 24, Spd 6, Strain 4
Adv Martial Technique method: CTN 24, Spd 5, Strain 7Doggerel of the Dizzying Strike (Advanced, Tier II) – by John Bellando
Sources: Eldritch
Base Spells: Far Strike + Disorient
CTN: 25
Speed (Strain): Weapon+5 (+7)Proposed Errata first draft: CTN 25, Spd 6, Strain 6
Proposed Errata Pedro Post: CTN 28, Spd 6, Strain 6
Adv Martial Technique method: CTN 25, Spd 5, Strain 7Spell: Elemental Lightning Bolt (Advanced) – by John Bellando
Sources: Elder, Eldritch, Sorcerer-Priest
Base Spells: Arc of Lightning (30′ Range Adaptation) + Elemental Bolt
CTN: 23
Speed (String): +6 (4)Proposed Errata first draft: CTN 23, Spd 5, Strain 5
Proposed Errata Pedro Post: CTN 26, Spd 5, Strain 3
Adv Martial Technique method: CTN 23, Spd 4, Strain 6Interestly, due to the base spells, ones that target avoidance about the same overall (trading speed for strain), but spells that target Fort or Disc have a much higher strain outcome with little difference in speed.
March 20, 2014 at 5:08 pm #260325AnonymousInactiveJust a thought… If you’re making the assumption that making an advanced spell should increase the CTN, but the -15 or -12 “constants” seem inadequate to you, how about this…
CTN: Take the higher of the two CTNs, then add the other spell’s Tier x 3 to that number.
This way, if the “second” spell in in advanced spell is tier 1, the other spell’s CTN goes up by 3. If it’s tier 2, then the other spell’s CTN goes up by 6. etc. Now your advanced spell reflects the idea that it’s more difficult to cast, but it’s adjusted by tier, not by CTN.
(Just an idea. Mull it over.)
Scott
March 20, 2014 at 5:12 pm #260326AnonymousInactiveIssue: What about spells that are gotten at higher tiers in some traditions than others? For example: Inferno is a Tier III Primal Elemental Spell, and a Tier IV val’Virdan/Emman spell.
March 20, 2014 at 5:18 pm #260327AnonymousInactiveLooking up at the advanced spells, I’m left to wonder how the original edit I proposed was so bad.. in almost every case it lowered the speed of the original combined spell.
the only think it lacked was a slight increase in CTN (less then what I propose now)
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