Author Topic: Thought Magic [magic system, base classes, & feats]  (Read 3862 times)

Offline TheGeometer

  • Sr. Member
  • ***
  • Posts: 327
    • View Profile
Re: Thought Magic [magic system, base classes, & feats]
« Reply #80 on: September 07, 2020, 03:55:06 PM »
It's just weird because I'd rather take higher level Free action IP generation than a level 1 Swift action IP generation. 

Well, the thing is that you have to use your 1st-level idea slots for something, and at higher levels, IP generation is often better than some low-save offensive or utility effect. I'd probably say that at the moment, Swift Meditation is useful for one or two of those slots from level 5 to around level 10, while Insight is better for lower and higher levels.

But I see your point. Maybe there should be other swift-action IP generation at higher idea levels. Say, a 3rd-level idea that grants +4 IP as a swift, and a 5th-level idea that grants +6. Something like that. I dunno, I'm not convinced that's an interesting or necessary thing to do.

Offline Nanshork

  • Homebrew Reviewer
  • *****
  • Posts: 12719
    • View Profile
Re: Thought Magic [magic system, base classes, & feats]
« Reply #81 on: September 07, 2020, 04:55:05 PM »
I don't know what is needed, I just know that it stands out as a completely unique phenomenon and thus feels a little weird.

Offline TheGeometer

  • Sr. Member
  • ***
  • Posts: 327
    • View Profile
Re: Thought Magic [magic system, base classes, & feats]
« Reply #82 on: September 08, 2020, 07:18:40 AM »
Changed Swift Meditation to Introspection (C1, P1, S1), and added Great Introspection (C3, P3, S3) and Critical Introspection (C5, P5, S5). So now swift-action IP generation is a thing at multiple levels. Also it gives the Strategist and Philosopher IP generation at idea level 5, which they didn't have before.

And I fixed Recreate from Memory and Being and Time like we mentioned, too.

Offline Nanshork

  • Homebrew Reviewer
  • *****
  • Posts: 12719
    • View Profile
Re: Thought Magic [magic system, base classes, & feats]
« Reply #83 on: September 10, 2020, 06:38:00 PM »
Sounds good.

I was going to do the level 5 and 6 ideas now but I feel bleh and can't focus.  I will do them later.

Offline TheGeometer

  • Sr. Member
  • ***
  • Posts: 327
    • View Profile
Re: Thought Magic [magic system, base classes, & feats]
« Reply #84 on: September 15, 2020, 08:26:21 PM »
No worries. When you're ready, I'm excited to see what you think. 5th and 6th level is when this system gets really nuts.

Offline Nanshork

  • Homebrew Reviewer
  • *****
  • Posts: 12719
    • View Profile
Re: Thought Magic [magic system, base classes, & feats]
« Reply #85 on: September 21, 2020, 08:19:25 PM »
Level 5 Ideas

A house divided says "immediately attack their allies" but then it lasts for 2 rounds.  Is it meant to have the targets attack their allies during their normal turns?

Crystal Clarity is another weird meta one and it also lets you see through everyone's clothes.

Final Cut - I'm not a big fan off introducing handedness when that's not a part of the core rules.  I actually remember writing up some very clean text for this kind of thing as part of another project but I can't find it anywhere.

"You summon a huge aquatic beast that’s a metaphor for the government or something."   :lmao

So Crazy It Just Might Work is just insane.  I don't even know how to feel about this.

Offline TheGeometer

  • Sr. Member
  • ***
  • Posts: 327
    • View Profile
Re: Thought Magic [magic system, base classes, & feats]
« Reply #86 on: September 22, 2020, 06:29:39 AM »
A house divided says "immediately attack their allies" but then it lasts for 2 rounds.  Is it meant to have the targets attack their allies during their normal turns?
Good catch. I specified that it happens on their turns (also I changed it to only 1 round because it seemed too strong).

Quote
Crystal Clarity is another weird meta one and it also lets you see through everyone's clothes.
It was mostly me flailing and trying to close up all the loopholes. Hopefully it's fine. Also yes, I suppose it does.

Quote
Final Cut - I'm not a big fan off introducing handedness when that's not a part of the core rules.  I actually remember writing up some very clean text for this kind of thing as part of another project but I can't find it anywhere.

Is the debuff unnecessary? I wanted to make losing an arm have a meaningful impact, whereas at the moment, unless the target wields a weapon two-handed, it's not close to as bad as losing a leg. But then again, enemies that wield weapons one-handed probably use their other hand for something, so it might be fine without the -4.

Quote
"You summon a huge aquatic beast that’s a metaphor for the government or something."   :lmao
I had a lot of fun writing that. In case it's not obvious, most of the Philosopher's idea names are bad puns on philosophy texts. The class features, too - Kant had a trilogy called The Critique of Practical Reason, The Critique of Pure Reason, and the The Critique of Judgment. I don't know anything about philosophy or anything, I just like wordplay.

Quote
So Crazy It Just Might Work is just insane.  I don't even know how to feel about this.
I looked at it again and realized it was super broken. Those 3 effects on their own could've been, respectively, a 4th-level, 6th-level, and 9th-level spell. So I nerfed it substantially. Now the items don't switch, the appearance swap is an illusion, and instead of thinking they're you, they're just not allowed to communicate with their allies. Also the saves are all Will now because that makes the most sense.


An unrelated question - I'm thinking of increasing the ideas known progression. Maybe to 8 ideas of each level known by the end instead of 6. The current progression seems very restrictive, where there are fewer ideas known than prepared. It doesn't leave much room for more niche ideas. What do you think?
« Last Edit: September 22, 2020, 06:32:53 AM by TheGeometer »

Offline Nanshork

  • Homebrew Reviewer
  • *****
  • Posts: 12719
    • View Profile
Re: Thought Magic [magic system, base classes, & feats]
« Reply #87 on: September 24, 2020, 12:11:07 AM »
I'm typing on the phone so won't do a quote pyramid.

Crystal Clarity is so oddball that I don't have any idea how to think about it from a balance perspective. Also I don't know why I was focused on seeing through people's clothes.  :lmao

Final Cut - If you want a debuff for the arm being gone and not being able to use the arm to hold a weapon/shield/whatever isn't enough, you could always go with the optional rules on page 27 of the DMG.

I haven't played attention to philosophy since high school so I missed all the philosophy references.

So Crazy It Just Might Work is now oddball instead of outright gonzo. Much better.

Honestly I'm not sure what the best way to go with idea progression would be. I don't like traditional spellcasting so I don't play traditional casters which means that it's harder for me to know what a good balance for that spellcasting equivalence from a class features perspective.




Offline TheGeometer

  • Sr. Member
  • ***
  • Posts: 327
    • View Profile
Re: Thought Magic [magic system, base classes, & feats]
« Reply #88 on: September 24, 2020, 04:19:35 AM »
So Crazy It Just Might Work is now oddball instead of outright gonzo.

You have the best adjectives :)

Anyway, I'll keep thinking about ideas known progressions. Let me know when you get through level 6.

Offline Nanshork

  • Homebrew Reviewer
  • *****
  • Posts: 12719
    • View Profile
Re: Thought Magic [magic system, base classes, & feats]
« Reply #89 on: September 25, 2020, 11:50:04 AM »
So Crazy It Just Might Work is now oddball instead of outright gonzo.

You have the best adjectives :)

Anyway, I'll keep thinking about ideas known progressions. Let me know when you get through level 6.

I minored in English in college, I have to use that education somehow.   :lol