Author Topic: Discussion  (Read 12584 times)

Offline TheGeometer

  • Honorary Mod
  • *****
  • Posts: 278
  • The nerdiest prestige class in the nerdiest game.
    • View Profile
Re: Discussion
« Reply #120 on: July 18, 2014, 04:16:24 AM »
Why do you want to precharge Mystic Flurry, anyways? Why not have it apply only to your next flurry in the same turn?

If you do want it to be prechargeable, why do you want multiple in-combat rounds to stack the charging?

Well, the thing is that 5 RP at level 15 won't get you much. If you chuck 5 Flare at someone, they'll almost certainly save and avoid the whole thing. Whereas adding an extra attack to your Remnant Flurry means that you're guaranteed that extra 1d6 damage, assuming you could hit with your Remnant Flurry already. So I wanted to give the Spellmonk an ability that would take the spare RP that she usually can't use well and give her an edge with it. And I think that works better if she can charge it for subsequent turns.

But I specifically don't want everything to stack so that she gains a billion extra attacks, so what I think I'll do is that instead of having each turn's Mystic Focus override the previous turn's, I'll set a cap of [class level]/2 extra attacks that can be added to a Remnant Flurry due to the Mystic Focus ability.
The Book of Seven Secrets - A massive homebrew project that's more than 1/7 of the way done

Offline TheGeometer

  • Honorary Mod
  • *****
  • Posts: 278
  • The nerdiest prestige class in the nerdiest game.
    • View Profile
Re: Discussion
« Reply #121 on: July 19, 2014, 02:19:25 PM »
Only 5 more short posts to go, and then I can move on to Spirit Magic! Start the countdown! 5!
4!
3!
The Book of Seven Secrets - A massive homebrew project that's more than 1/7 of the way done

Offline TheGeometer

  • Honorary Mod
  • *****
  • Posts: 278
  • The nerdiest prestige class in the nerdiest game.
    • View Profile
Re: Discussion
« Reply #122 on: July 25, 2014, 09:28:37 AM »
The Book of Seven Secrets - A massive homebrew project that's more than 1/7 of the way done

Offline TheGeometer

  • Honorary Mod
  • *****
  • Posts: 278
  • The nerdiest prestige class in the nerdiest game.
    • View Profile
Re: Discussion
« Reply #123 on: July 31, 2014, 04:50:54 AM »
Only 5 more short posts to go, and then I can move on to Spirit Magic! Start the countdown! 5!
4!
3!
2!
Screw the countdown! FOUR POSTS AT ONCE!

And with that, every Remnant Magic post is up. I'm going to make a few final tweaks to the main sticky'ed thread, add the remnant list for the Remnant Adept, and formally wrap this all up. PLEASE say something on this thread if you have any comments or notice anything that should be fixed; while the editing process for this system will continue even after it's done, this is the best time to make changes to it. Thanks!
The Book of Seven Secrets - A massive homebrew project that's more than 1/7 of the way done

Offline Garryl

  • DnD Handbook Writer
  • ****
  • Posts: 4303
    • View Profile
Re: Discussion
« Reply #124 on: July 31, 2014, 09:37:51 AM »
Shard of Life (and its psionic version) is missing the standard "The subject can have been dead for up to {time}" clause that all other resurrection spells have. The nearest equivalents would be 1 round (Revivify) or 1 round/level (Revenance, which is basically the same spell but 1-2 levels higher and 1 minute/level duration). It should also function as one of the standard resurrection spells (likely Raise Dead) to deal with all sorts of other resurrection-prevention issues (like the condition of the corpse, dying from Death effects, refusing to be returned to life, the soul being trapped or destroyed, old age, nonliving creatures, etc.). The open-ended way that it's written means that it bypasses (and essentially undoes) all of those things, allowing a subsequent resurrection spell to work on a willing creature regardless of the original death; you could use Shard of Life and following it up with Raise Dead to revive a human from a billion years ago who died of old age and had his soul completely obliterated, something that even a Miracle spell usually only has a 50% chance of doing, if it can do it at all.

Combine Psionics should cost 7 PP as a 4th-level power, not 9, and Shard of Life (Psionic) (which should be called Psionic Shard of Life or Shard of Life, Psionic to follow convention) should cost 5 PP, not 7.

Offline TheGeometer

  • Honorary Mod
  • *****
  • Posts: 278
  • The nerdiest prestige class in the nerdiest game.
    • View Profile
Re: Discussion
« Reply #125 on: July 31, 2014, 11:21:36 AM »
Fixed and fixed. Thanks, Garryl.
The Book of Seven Secrets - A massive homebrew project that's more than 1/7 of the way done

Offline Garryl

  • DnD Handbook Writer
  • ****
  • Posts: 4303
    • View Profile
Re: Discussion
« Reply #126 on: July 31, 2014, 12:54:01 PM »
Combine Psionics says spell instead of power in the first augment. It's also overly efficient in PP with the augments. Spending +8 PP (total 15) gives you that same 15 PP-worth of powers (3x 3rd-level or 5x 2nd-level), but with some amazing action economy. Even at +4 PP (11 total), you're getting 9 PP-worth of 2nd-level powers, so it's 2 PP for the ability to throw out two extra powers in the same turn.

Shard of Life (and the psionic version) should have a shorter revival threshold. 1 day/level may seem appropriate from Raise Dead, but the actual analogue is Revenance (4th level spell, revives for 1 minute/level, can be dead up to 1 round/level) and the big thing to consider how this temporary revival effectively extends Revivify's revival threshold (5th level spell, revives permanently with no level loss, but can only be dead up to 1 round flat). I would recommend 1 round/level at most.

Offline TheGeometer

  • Honorary Mod
  • *****
  • Posts: 278
  • The nerdiest prestige class in the nerdiest game.
    • View Profile
Re: Discussion
« Reply #127 on: July 31, 2014, 03:01:28 PM »
I... completely forgot Revenance existed. That spell was basically what I was going for with Shard of Life, albeit with a longer duration. I think I'll just cut it and its psionic counterpart out, but that's going to make the spell and psionic power list a little sparse. I don't think it'll be a problem replacing them, though (any ideas would be helpful).

As for Combine Psionics, I'll just get rid of the option to add more than 3 powers, and I'll change the augment to 6 PP to keep the total PP the same.
The Book of Seven Secrets - A massive homebrew project that's more than 1/7 of the way done

Offline TheGeometer

  • Honorary Mod
  • *****
  • Posts: 278
  • The nerdiest prestige class in the nerdiest game.
    • View Profile
Re: Discussion
« Reply #128 on: August 02, 2014, 07:50:54 AM »
The spells/powers/domain thread is now fully updated and fixed up, and I've also added the first ever post on the Book of Seven Secrets main subforum, which is kind of like a preface to the "book."

As of now, Remnant Magic is officially done! Nevertheless, please let me know if you find anything game-breaking, erroneous, vague, unusable, or even misspelled in anything in this chapter.
The Book of Seven Secrets - A massive homebrew project that's more than 1/7 of the way done

Offline TheGeometer

  • Honorary Mod
  • *****
  • Posts: 278
  • The nerdiest prestige class in the nerdiest game.
    • View Profile
Re: Discussion
« Reply #129 on: August 24, 2014, 10:04:44 AM »
I just finished a Remnant Mage playtest, which led to a few fixes. The bonus RP is now more limited, and the Weapon, Swarm, Monster, and Animate remnants now have a clause added that prevents people from just dismissing them and then immediately making another monster at full health appear. Animal has been changed similarly and its name has been changed to Ally. Finally, the wording for the mechanic of sustaining now says that half of the initial cost of the remnants is subtracted from your RP/turn, rather than spent each round, in order to account for the by-day limitations of Magicians and Remnant Adepts.

If I make any other changes, I'll post them here, but I'll be focusing more on Spirit Magic from here on out.
The Book of Seven Secrets - A massive homebrew project that's more than 1/7 of the way done

Offline YouLostMe

  • Member
  • **
  • Posts: 61
    • View Profile
Re: Discussion
« Reply #130 on: September 14, 2014, 03:48:09 PM »
The Monsters link in the remnant magic thread links to items instead of monsters.

Offline TheGeometer

  • Honorary Mod
  • *****
  • Posts: 278
  • The nerdiest prestige class in the nerdiest game.
    • View Profile
Re: Discussion
« Reply #131 on: September 15, 2014, 01:43:23 AM »
The Monsters link in the remnant magic thread links to items instead of monsters.

Good catch, thanks. It's fixed now.
The Book of Seven Secrets - A massive homebrew project that's more than 1/7 of the way done

Online CKirk

  • Full Member
  • **
  • Posts: 111
  • Something something optimization.
    • View Profile
Re: Discussion
« Reply #132 on: September 25, 2014, 12:18:23 PM »
I've been looking over the Spellform feats, and I'm kinda confused about the formula for uses/day.
The Formula as written results in negative spells per day no matter the caster level for any spellform with an effective spell level of 3 or higher, and results in a NAN value for effective Spell Level 2, so...what gives?

Offline Garryl

  • DnD Handbook Writer
  • ****
  • Posts: 4303
    • View Profile
Re: Discussion
« Reply #133 on: September 25, 2014, 02:02:24 PM »
I've been looking over the Spellform feats, and I'm kinda confused about the formula for uses/day.
The Formula as written results in negative spells per day no matter the caster level for any spellform with an effective spell level of 3 or higher, and results in a NAN value for effective Spell Level 2, so...what gives?

The formula I see here is ((character level / 2) - spell level) / 2, with an effective minimum of 0 due to only being allowed to use the spellform if that results in 1 or higher. After all the rounding up, that works out to 1 use at level equal to 1 plus twice the spell level, with one more use every 4 levels thereafter (which is probably a simpler way of defining it). In any case, there are no NAN values because you're always dividing by 2, not some changing value that could be 0.

Online CKirk

  • Full Member
  • **
  • Posts: 111
  • Something something optimization.
    • View Profile
Re: Discussion
« Reply #134 on: September 25, 2014, 04:15:34 PM »
I've been looking over the Spellform feats, and I'm kinda confused about the formula for uses/day.
The Formula as written results in negative spells per day no matter the caster level for any spellform with an effective spell level of 3 or higher, and results in a NAN value for effective Spell Level 2, so...what gives?

The formula I see here is ((character level / 2) - spell level) / 2, with an effective minimum of 0 due to only being allowed to use the spellform if that results in 1 or higher. After all the rounding up, that works out to 1 use at level equal to 1 plus twice the spell level, with one more use every 4 levels thereafter (which is probably a simpler way of defining it). In any case, there are no NAN values because you're always dividing by 2, not some changing value that could be 0.
Thank you! I misread the Order of Operations on the formula, apparently forgetting divide before subtracts, so....

Offline Versatility_Nut

  • Full Member
  • **
  • Posts: 139
  • I'm new!
    • View Profile
Re: Discussion
« Reply #135 on: July 22, 2017, 10:10:13 AM »
I'll have this first post be Spoiler-divided to keep things smaller and more easily understood:

(click to show/hide)

(click to show/hide)

(click to show/hide)

Thoughts on anything in this post?

Offline Nanshork

  • Homebrew Reviewer
  • Epic Member
  • ****
  • Posts: 11205
    • View Profile
Re: Discussion
« Reply #136 on: July 22, 2017, 01:29:19 PM »
TheGeometer hasn't posted since May so I don't know when you'll get a response.