Viewing 12 posts - 31 through 42 (of 42 total)
  • Author
    Posts
  • #260352
    Anonymous
    Inactive

    Issue: 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.Use the tier associated with whatever tradition you are casting it from. If you happen to have both traditions, pick one.
    Looking 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)Personally, I didn’t have a problem with the original proposal. I’m just proposing a slightly outside the box solution to one of the more recent debates within this topic.

    \":)\"
    Scott

    #260354
    Anonymous
    Inactive

    I also found the errata to be perfectly acceptable.

    #260360
    Anonymous
    Inactive

    Looking 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)
    Besides that you could be forced to use two strain values or two speed values as both of the new values?

    As John pointed out, combining two very fast but exhaustive spells (low speed, high strain) meant the new spell having (high speed, high strain) every single time. Using the Martial Technique’s method, it should be possible to get a distribution of low, medium, and high for both values.

    Plus, as was pointed out by someone else too, consistency between AMT and AS is a good thing.

    #260363
    Anonymous
    Inactive

    Looking 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)

    The main issue with the proposal was that it had no basis in realism. Again, the ‘general’ example was if you combine 2 very fast spells with high strain you end up with an interruptible spell with high strain. It made no sense. The numbers may come out the same when you have 2 spells with similar speed (strain) costs, but that doesn’t make the methods the same.

    John

    #260376
    Anonymous
    Inactive

    Looking 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)
    Besides that you could be forced to use two strain values or two speed values as both of the new values?

    As John pointed out, combining two very fast but exhaustive spells (low speed, high strain) meant the new spell having (high speed, high strain) every single time. Using the Martial Technique’s method, it should be possible to get a distribution of low, medium, and high for both values.

    Plus, as was pointed out by someone else too, consistency between AMT and AS is a good thing.

    True, but of you look at the final values…across the board they were faster and in some cases only +1 strain over the original spell..

    AWM also had the additional weapon speed cost added to the final numbers, a factor missing with spells.

    Maybe use the AWM method + a modifier?

    #260378
    Anonymous
    Inactive

    Not sure a modifier is needed. Spells don’t have a ‘modifier’ on their speed when cast as Base Spells. the “Speed” of the spell is basically the same as a Weapon Speed + maneuver modifier in many cases.

    John

    #260389
    Anonymous
    Inactive

    If going with the A:MT method, no modifier is needed.
    Recovery <> Strain for a penalty, and higher Strain overall is a GOOD thing for balance. The Strain in general is much higher for some spell combinations.

    While under Recovery, you can still use Base Attacks or a Manoeuvre without a Recovery (ie: continue the same attack mode).
    While under Strain, you can’t do any other spell without dealing with the strain somehow, potential Vanquishing yourself. This would also help slow down Minion spellcasters (where there are dozens of the annoying **** throwing something like Black Tongue at you).

    #260394
    Anonymous
    Inactive

    Looking 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)

    Spell Speed isn’t the issue; its the low strain value attached to them. If spellcasting is dominating tables, more strain = lower casting tempo and more varied attack methods.

    #260418
    Anonymous
    Inactive

    Ok going with the A:MT speed/recovery system…

    changed the CTN to Equal to the sum of both CTNs – 13

    #260423
    Anonymous
    Inactive

    Ok going with the A:MT speed/recovery system…

    changed the CTN to Equal to the sum of both CTNs – 13

    Any chance to consider a scaling CTN based upon Tier?

    Sum of CTN’s – 13 means a CTN of 29 when combining 2 Tier II CTN 21 spells. Not likely to be cast.

    John

    #260425
    Anonymous
    Inactive

    keeping it at -15

    #260427
    Anonymous
    Inactive

    :edit: just saw Pedro’s change of mind above.

    Crunched the numbers on ‘average’ advanced spells and a CTN-13 pushes the numbers quite high.

    ‘Average’ Base CTNs
    T1 CTN18 Arcanum +6, passive 21
    T2 CTN20 Arcanum +10, passive 25
    T3 CTN22 Arcanum +13, passive 29
    T4 CTN24 Arcanum +16, passive 32
    T5 CTN– Arcanum +20, passive 36

    Advanced spells (two from same tier)
    xx CTN-13 CTN-14 CTN-15
    T1 CTN23 CTN22 CTN21
    T2 CTN27 CTN26 CTN25
    T3 CTN31 CTN30 CTN29
    T4 CTN35 CTN34 CTN33

    Hmmm… wasnt’ actually as bad as I thought, but CTN-13 may be a bit rough (as those numbers are at the END of the tier after at least five advancements; +3 skill, a Path and a stat boost).

Viewing 12 posts - 31 through 42 (of 42 total)
  • The forum ‘Proposed Errata/FAQ Discussion’ is closed to new topics and replies.