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- March 26, 2014 at 12:11 am #260980AnonymousInactive
Maybe it’s just me but I still massively disagree with making T1+T1 pretty much unusable until late T1 (and T1+T1+adaptation pretty much unusable until T2). Advanced spells are one of the most interesting aspects of Arcanis magic and should be possible at 1.1 (certainly not auto-cast but reasonably possible). Highest+6 and sum-12 both make T1+T1 around CTN 24 (unusable until late T1).
A friend just made a suggestion I’d be fine with. If we go with a high CTN, what about a Fate use option that is better than the generic +Fate to a roll only for advanced spells?
Personally, I really like most of the other changes made in the proposed errata. I’m unsure if I like making advanced spells faster (eg highest+half vs highest speed) but I like the defense changes, range changes (we definitely need this imho), and effect changes.
March 26, 2014 at 12:14 am #260981AnonymousInactiveif your argument is:
“I think this should be available at 1.1 at a reasonable cast rate” i think you are the only one that feels that way
March 26, 2014 at 12:16 am #260982AnonymousInactiveI think many people feel that way, actually. That said, I strongly disagree. Yes, it should be POSSIBLE to make an advanced spell at Tier 1.1, but I really do think that it advanced spells should come into the game in the later-half of the appropriate spell tier (kind of an advancement of the tier you are in while you work into the next tier). Maybe that is just me, though.
March 26, 2014 at 12:18 am #260983AnonymousInactiveI’m not saying auto-cast. I’m saying around CTN 21 with no adaptations which means around CTN 24 for 1 adaptation (won’t auto-cast until well into T2).
I still strongly feel that we should not be massively limiting advanced spell availability (which CTN 24 does). If advanced spells need more limits, expand on those (like slowing them down again (eg original speed rule instead of new proposed rule)) rather than making them unusable. Advanced spells are the most interesting and unique part of the Arcanis magic system.
March 26, 2014 at 12:19 am #260984AnonymousInactiveIf we go with either CTN+6 or sum-12, I expect to see fewer arcane casters and way fewer advanced spells used (but maybe that’s just me).
March 26, 2014 at 12:47 am #260987AnonymousInactiveMaybe it’s just me but I still massively disagree with making T1+T1 pretty much unusable until late T1 (and T1+T1+adaptation pretty much unusable until T2). Advanced spells are one of the most interesting aspects of Arcanis magic and should be possible at 1.1 (certainly not auto-cast but reasonably possible). Highest+6 and sum-12 both make T1+T1 around CTN 24 (unusable until late T1).
Actually, there are 2 proposals on the table. The first being CTN + CTN -12. The second is to change Metaphysical? Understanding to reduce the CTN total of an advanced spell by 2. This puts the CTN at 22 for T1, a totally doable passive CTN early in Tier 1.
That being said, characters starting now (at 1.5) can start casting Advanced Spells with their passive on the first game. Will dabblers be able to do it? No, but then for Advanced spells, they shouldn’t be able to. Advanced spells are for advanced casters who focus on theory and proctice of magic.
This makes if available to all who want it, but real hard if you don’t work for it, which seems to be the goal. Achievable but still special.
March 26, 2014 at 12:52 am #260989AnonymousInactiveCTN 22 is reasonable but I’m not big on requiring a talent to do it (primarily because that means I’ll have to rebuild my character (at least it’s only my tertiary that I’ve only played a few times)).
March 26, 2014 at 1:23 am #260992AnonymousInactiveAny change to Advanced Spells is going to require someone to rebuild a character concept. The current situation has to change with the amount of auto-cast advanced spells being used compared to adapted spells.
CTN+6 and the MetaPhysical Understanding change is a workable long-term compromise.
March 26, 2014 at 1:26 am #260993AnonymousInactiveguys,
out of the box casters should NOT be able to cast advanced spells willy nilly…
it should be something you work toward.
March 26, 2014 at 1:34 am #260994AnonymousInactiveEven CTN 21 means no starting caster can auto-cast or cast willy-nilly (if my off-the-cuff math is right, 4 ranks Arcanum and Prodigy would have <50% chance to hit a 21). CTN 22 delays that a little longer (and requires 2 talents to get asap). CTN 22 can auto-cast by late T1 whereas 24 isn't until mid-T2. As I've said, to me, the real utility (and interesting part) of Advanced Spells is adding adaptations which pushes the CTN up to ~25 for T1+T1+adapt (given base CTN 22).
March 26, 2014 at 1:43 am #260996AnonymousInactiveWell the trick is balancing them so they are powerful and useful enough to be worth doing, but hard enough that they aren’t the default answer. I think any combined advanced spell, which is what these rules should pertain to, should require a roll to succeed. Which also means it is going to fall under 50% chance at success on average. I think the best way to handle this is to keep the CTN somewhat high but have more opportunity to have a bonus to the roll, like allowing more talents to stack and some to add to just advanced spells. Even spells to allow for easier casting of advanced spells, maybe one that lets you roll your primary twice and take the better of the two.
March 26, 2014 at 2:37 am #261027AnonymousInactiveYou are correct that a 1.1 caster with +3 to Arcanum (let’s say +4 because of Prodigy) can’t autocast a CTN 21. In fact, assuming a 2d10+1d8+4, that is an average roll of 19.5. This means that at a CTN 21 there is a bit less than a 50% chance that they can make that roll right off the bat, which seems WAY to high for something that should require experience to do. Conversely, by the end of Tier I the caster most likely will roll 2d10+1d10+7 on their roll, which averages 23.5. In keeping with my “Advanced Spells should be a Late-Tier ability that I champion, I think the number should be CTN 24. This keeps it within reach of a 1.1 (I’ve made more than a few CTN 24’s in the early game), but isn’t something they get automatically or with minimal effort. Let’s face it, CTN 21 is just too low from a ‘continuing game’ perspective, and it means starting about 1.3 (hell, 1.2 people with Metaphysical Understanding) people will be able to autocast it. Being able to front-load cool stuff on 1st Level Characters (to use the more common analogy) gives nothing to build towards, and makes the ‘later game’ a lot less special. I am a huge proponent for every boost to give something new, or have the potential to give something new.
March 26, 2014 at 3:23 am #261035AnonymousInactiveI think pedro posted definitively that this idea os low tier one casters being good at this is not in the plans
March 26, 2014 at 3:56 am #261036AnonymousInactiveguys,
out of the box casters should NOT be able to cast advanced spells willy nilly…
it should be something you work toward.
Pedro, nothing is being said about willy, nilly. Tier 1.1 casters would not be about to cast an advanced spell with passive unless they had both Metaphysical Understanding and Spell Affinity in one of the base spells, a primary casting stat of 8 or better, very limited choice of backgrounds, and would would have to be human, val or gnome. This is the same as people casting spells with 2 adaptions, and that is the bar you first set.
But, if you want to delay it, there is a way. (a couple actually) And thinking about it gave me a great idea. My favorite would be to make Metaphysical Understanding tiered, where the amount you reduce the final CTN to cast the spell and the bonus when attempting to counter or dismiss an Advanced spell is equal to the Tier of the talent.
This would make Advanced spells virtually impossible to cast at tier 1.1 and hard to cast till you got to your mid to high tier ranks. of tier 1. It grows and can continue to be an arcane character focus.
with ever increasing options,
March 26, 2014 at 4:06 am #261037AnonymousInactivePedro, nothing is being said about willy, nilly. Tier 1.1 casters would not be about to cast an advanced spell with passive unless they had both Metaphysical Understanding and Spell Affinity in one of the base spells, a primary casting stat of 8 or better, very limited choice of backgrounds, and would would have to be human, val or gnome. This is the same as people casting spells with 2 adaptions, and that is the bar you first set.
But, if you want to delay it, there is a way. (a couple actually) And thinking about it gave me a great idea. My favorite would be to make Metaphysical Understanding tiered, where the amount you reduce the final CTN to cast the spell and the bonus when attempting to counter or dismiss an Advanced spell is equal to the Tier of the talent.
This would make Advanced spells virtually impossible to cast at tier 1.1 and hard to cast till you got to your mid to high tier ranks. of tier 1. It grows and can continue to be an arcane character focus.
with ever increasing options,
Spell Affinity has no effect on Advanced Spells (or Base spells) unless they are being cast with Adaptations and for it to affect Advanced Spells, you must have Spell Affinity with both base spells (something you can’t do until Tier 2 since it is limited to once per tier).
I dislike making Metaphysical Understanding tiered in such a way. For one thing, you’d need to get tier 2 before even matching what it currently gives. For another, it would delay further when you can cast advanced spells (something I at least want to avoid).
I’m not thrilled with the sum-12 CTN and existing Metaphysical Understanding but at least it is a way to get the CTN to a reasonable (to me) level for T1+T1 (effectively CTN 22 in most cases).
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