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Dice Café

I just mean that in the RP it would be strange for him to "discover" a spell after getting washed in 5G tower radiation (i'm joking) and then a few hours later do another new cool trick. I want spells to be like miniature breakthroughs for him, where possible. Then again, he is sitting in a room with Kathulus, so he might be able to come up with something again.

I want the following right this second, and they don't all need to be in one spell, it's like a shopping list of magical effects
  • Fly speed
  • Greater capacity for telekinesis
  • the ability to fuse matter (i.e. if you break a pot, he can put the pieces together and then meld the cracked pieces together again)
  • the ability to make enhanced attacks while in this form
  • a bonus to artifice
 
I just mean that in the RP it would be strange for him to "discover" a spell after getting washed in 5G tower radiation (i'm joking) and then a few hours later do another new cool trick. I want spells to be like miniature breakthroughs for him, where possible. Then again, he is sitting in a room with Kathulus, so he might be able to come up with something again.

I want the following right this second, and they don't all need to be in one spell, it's like a shopping list of magical effects
  • Fly speed
  • Greater capacity for telekinesis
  • the ability to fuse matter (i.e. if you break a pot, he can put the pieces together and then meld the cracked pieces together again)
  • the ability to make enhanced attacks while in this form
  • a bonus to artifice
I'm gonna need like the numbers, but we can do these.
 
I'm just thinking over thematics and stuff.

For General/Combat
  • Fly speed equal to walk speed?
  • Greater capacity for telekinesis - 500 + 100 x Knowledge pounds of material?
  • the ability to make enhanced attacks while in this form, add half knowledge rounded down to combat?
For crafting:
  • the ability to fuse matter (i.e. if you break a pot, he can put the pieces together and then meld the cracked pieces together again)
  • a bonus to artifice (advantage or half knowledge to artifice rolls?)
  • the ability to warp pliable material as though bent with tools?

I feel as though doing both is a little much. Do you think so?
 
I'm just thinking over thematics and stuff.

For General/Combat
  • Fly speed equal to walk speed?
  • Greater capacity for telekinesis - 500 + 100 x Knowledge pounds of material?
  • the ability to make enhanced attacks while in this form, add half knowledge rounded down to combat?
For crafting:
  • the ability to fuse matter (i.e. if you break a pot, he can put the pieces together and then meld the cracked pieces together again)
  • a bonus to artifice (advantage or half knowledge to artifice rolls?)
  • the ability to warp pliable material as though bent with tools?

I feel as though doing both is a little much. Do you think so?
Oh you mean all these in one spell?
 
Maybe. I've got two competing ideas and I'm throwing out there what all I have.

If I go with one or the other, I'd also end up tacking the " Greater capacity for telekinesis - 500 + 100 x Knowledge pounds of material? " on to the crafting option.
 
I'd say you can combine this, but the highest combat bonus you can receive is +4, and requires Charon to be level 4, plus spend 4 Mp for the transformation, and cannot cast spells in this form.
  • Fly speed equal to walk speed?
  • the ability to make enhanced attacks while in this form, add half knowledge rounded down to combat?

This'd be a separate spell. And it's computed like this, right?
  • Greater capacity for telekinesis - (500 + 100) x Knowledge pounds of material?
Separate spell as well, but the two can be combined, though I wouldn't say the warping is as precise as though with tools.
  • the ability to fuse matter (i.e. if you break a pot, he can put the pieces together and then meld the cracked pieces together again)\
  • the ability to warp pliable material as though bent with tools?
This one, nah, this sounds like something gained through training instead of a spell.
  • a bonus to artifice (advantage or half knowledge to artifice rolls?)
 
500 + (100 x Knowledge) or maybe 500 + (50 x Knowledge) instead.

I'll think about these some more, I'm just sorta spaghetti tossing. It doesn't seem to be in the right spirit.
 
I feel like it should be something bombastic. Like, a huge psychic push or just the enhanced telekinesis, but on only a few objects at a time.

Either that, or something more esoteric, like a spell which mimics having metalworking tools (like tongs and anvils and shaping/etching tools, not a laser from a spider machine, or at worst a weaker version of it) OR takes the broken pieces of something within a certain area and tries to mend and fuse them together. I would like both of them to be in one spell but I'm having trouble gauging whether or not it's too much.
 
I feel like it should be something bombastic. Like, a huge psychic push or just the enhanced telekinesis, but on only a few objects at a time.

Either that, or something more esoteric, like a spell which mimics having metalworking tools (like tongs and anvils and shaping/etching tools, not a laser from a spider machine, or at worst a weaker version of it) OR takes the broken pieces of something within a certain area and tries to mend and fuse them together. I would like both of them to be in one spell but I'm having trouble gauging whether or not it's too much.
I'm actually thinking about how this spell will make workshops useless in the game, but then, with all the travelling the group does and how the problems seem to require workshops not readily available and is just wasting game time, I'm wondering how to balance the whole magic answers everything and yet not . . . hmm . . . I was thinking . . . Like, do you want to just be able to lug the spider machine around? Or a pocket dimension spell to hold things. Or summon tools . . . But then summoning tools is like a quick fix, but then not having a quick fix especially out in the wilderness is just wasting time and not being able to fix the problem . . . Do you want a spell where it's like you have the heavy tools needed to fix things, but no bonus to the artisan roll? It can be mixed with the whole being able to fuse things.


May we have help with this decision, Katsuya Katsuya , what do you think?
 
We could limit the materials Charon can mold or have the items he created without a blacksmith workshop be crude. Like it’ll be easier to use wood or rocks or dirt, but it’s harder with metals or bigger projects of wood and rocks? There’s already an item thingy that summons tools (weapons, really) and that’s a rare thing to have. So summoning tools by their own sheer magic seems OP somehow...unless he can summon tools that he can see but can’t reach? Like dimension door.

Example: Charon sees a tool he needs but it’s across a crevice. So he summons that tool towards him.

Would that work for summoning tools? Though the melding part . . . I feel like if he really wanted to meld things, all he would need to do is to use a smaller but more concentrated flame beam of doom coming out of finger to stick the metals together, but it’ll be crude. Since it’s not worked in a blacksmith workshop. Would that work? Then again, ya mentioned that ya didn’t want to have a small beam, right? He could use vines to tie the items together but it’ll break should the vines be burned or he could create some sort of sap-like substance to put things together, again not as sturdy because it’s a sap that can be washed or burned away?

I feel like I’m just making things more confusing for everyone. XD Sisyphus Happy Sisyphus Happy Zer0 Zer0
 
We could limit the materials Charon can mold or have the items he created without a blacksmith workshop be crude. Like it’ll be easier to use wood or rocks or dirt, but it’s harder with metals or bigger projects of wood and rocks? There’s already an item thingy that summons tools (weapons, really) and that’s a rare thing to have. So summoning tools by their own sheer magic seems OP somehow...unless he can summon tools that he can see but can’t reach? Like dimension door.

Example: Charon sees a tool he needs but it’s across a crevice. So he summons that tool towards him.

Would that work for summoning tools? Though the melding part . . . I feel like if he really wanted to meld things, all he would need to do is to use a smaller but more concentrated flame beam of doom coming out of finger to stick the metals together, but it’ll be crude. Since it’s not worked in a blacksmith workshop. Would that work? Then again, ya mentioned that ya didn’t want to have a small beam, right? He could use vines to tie the items together but it’ll break should the vines be burned or he could create some sort of sap-like substance to put things together, again not as sturdy because it’s a sap that can be washed or burned away?

I feel like I’m just making things more confusing for everyone. XD Sisyphus Happy Sisyphus Happy Zer0 Zer0
Nah, it helps, I need the input.
 
That's true, from a balance perspective you give us lots of materials and use the workshops to limit our agency with those materials. It's important to consider.
 
That's true, from a balance perspective you give us lots of materials and use the workshops to limit our agency with those materials. It's important to consider.
Yeah, I'm kind of leaning towards not allowing the spell that mimics having the heavy duty tools, since there is the spider machine option that can be lugged around, and the caravan forge.
 

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