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Wednesday, January 20, 2016

Summary of Player's Meeting Proposals by Mikey "Janus" Donnelly

Players Meeting Proposals

The players meeting is coming up this Saturday, so it might be in your best interest to know what proposals have already been submitted.  I'll try to impartially cover these as well as I can. (note, I am only covering what is in the players meeting section as of the time of writing, which is Tuesday)

Fighter's Stance by James Murphy
The goal of this proposal seems to be to give fighters a small perk, similar to ID creature, but distinct from it.  It allows a fighter to call "fighter's stance" and if an EH/MM is nearby, they are able to find out information about the creature.

Change Dragging by Josh Fitzgerald
The goal of this proposal also seems to be to give fighters a small perk, but this time by adding an additional requirement for casters when dragging.  The simple summary of this proposal is that dragging a body for a caster takes two hands, but for a fighter, it only takes one hand.

Change How Potions Work by Josh Fitzgerald

This is a small series of changes to Alchemist to slightly narrow the props and slightly restrict how they are used.  While I suggest reading this one, it has two category of potions, being potions and scrolls.  Potions have to be applied, consumed, or dumped on the ground with one hand while touching the target to be effected with the other hand.  Scrolls have to be ripped with two hands, and the user must touch the target immediately afterwards.

Clean-Up Undead Caveat by Danny Lykansion
This is a change to move most undead related things into the caveat.  Due to this, there are a few changes though, including heal limb not working on any undead.  I highly recomend reading this one on your own, as a quick summary won't help and there are some subtle changes I may have missed.

Remove Item Mechanic by Pi Fisher
I'll just use his rationale for this: "Some fighters already take a few chain links and connect their armor into one piece. I've seen support casters carry around chains to do this because it's a mundane way to gain the benefit of a spell that almost nobody learns.  Also, chainmail onesies.  While it looks like this is making a few spells better which seems like an upgrade for casters, it's actually a way to up-power fighters, because now your  bracers and grieves will be fixed more often than never."

Verbal Component: Clarify written or not by Christopher Donnelly (author of article)

This is a proposal to clarify if Verbal Components need to be written out or not.  It has both options.  If they do need to be written out, this will allow multiple verbals to be written down (to allow for flavor)

4 Paths of Magic by Andrew Disbrow

This allows a caster to learn 4 paths of magic in exchange for being unable to wield weapons.

Add New Path: Witch by Danny Lykansion
This adds an entire new path of spells to the game.
Witch 2-Resonance allows for regaining 2nd circle spells and lower at the cost of scalping blows.
Witch 3- Empathic Heal Limb is a 3 word heal limb that takes the casters limb in it's place.  It only works on others (effectively)
Witch 4- Sacrificial Warding - 3 uses, 10 word chant that while chanting and touching another player, that player has one call of "protection".
Witch 5- Curse allows cursing an object with a wide variety of curses upon a dead body.  Curses also bestow a small benefits on the player effected by the spell.  It can end by the caster ending it, scalping the target, scalping the caster, or disenchanting the target.
Witch 6- Circle of Life and death - This allows a circle to be cast that works similar to group healing, but also works on create lesser undead.  In addition, all dead bodies in the circle can be scalped at the same time.
Witch 7- Coven - This links three players, one of whom is the caster, so they are all under protect the soul, if one is scalped, the others are scalped, and if they get too far away from each other, they also end up scalped.  The spells call the soul, raise dead, combat raise dead and potion of raise dead  effect all of them, and any one of them can declare themselves dead to raise another as per a ranged combat raise dead.
Also, commune with spirit is available at 3rd circle, and create poison is available at 6th.

Add New Pool Spell: Flashback by Danny Lykansion
This spell allows the caster to rean the use of a spell that just failed, and must be immediately cast.  For example, if the caster enfeebled a creature which called no effect, or a raise dead failed due to weapons, they would gain the use of the spell back if they cast this immediately.

Blacksmith 6 new spell: Enchant Bracers by Pi Fisher
This is a spell that gives a token to one player, such that when any of their armor is repaired, all of their armor on their arms and legs are fully repaired as well.

Blacksmith 6 new spell: Master Fixer by Pi Fisher
For each learning of this, the caster chooses one benefit from a list of benefits that modify their other spells.  These are increasing uses of repair armor by 5, increasing used of repair item by 2, and mystic forge can be moved once if you spend 60 seconds to do so each time you cast it.

Blacksmith 6 remove spell: Reforge by Pi Fisher
This would move the spell reforge into Masterwork Hammer.

Clarify whether Aura of Protection can be cast on others or not by Christopher Hamblett
This has the goal of clarifying if Aura of Protection can be cast on others or not, and changes the wording appropriately for each.

Clarify whether holding a MM prop always counts as wielding it by Christopher Hamblett
This clarifies whether or not magic missiles that aren't planned on being thrown can be held in the other hand, as there is confusion on this issue.

Elemental Bolt/Elemental Missile both by Josh Fitzgerald
I'm listing these as one, because they are very similar, but are two different proposals.  The gist is that rather than "Lightning bolt" or "Magic Missile" you can choose an element you use when you first learn the spell, changing the call to "fire missile" or whatever element you had chosen..  Otherwise the spells act the same.  The list of elements you can choose is "Fire, Ice, Earth, Lightning and Magic".

Embrace Death Requirements by Josh Fitzgerald

This requires Embrace death to look different than the character normally does and have that description in their spellbook.  Part B places a limit on the number of regens embrace death can use by losing 5 scalping blows each time that reset with a spell reset or at morning.  These parts aren't an either/or proposal, and both can go through.

Implement: Add option to cast regeneration without being 10' from weapons by Chrstopher Hamblett

This adds a three point option to implement for regeneration to not hae to be cast with weapons 10 feet away.

Last Words Abjurer 2 by James Murphy
This is a spell that would be added as a second circle abjurer spell that allows the caster to say 5 words when they die, at any volume they wish.  They may choose to activate this upon their death and must speak within 5 seconds of being killed if they activate it.

Moving Aura of Protection to 4th by Josh Fitzgerald
This will move aura of protection to 4th circle, and lower enfeeble being and disenchant each one circle to fill the space.

Remove Most Sashes, and Possible Disenchant Change By Christopher Donnelly (Author)

This would remove sashes from the spells Protection from Boulder, Purity to Disease, Purity to Poison, and Resist Death.  It also adds the disenchant caveat that states spells on the caster are disenchanted to prevent a bunch of the spells from being unable to be ended.  Part B would cause disenchant to only target one effect.

Seed of Life change by Josh Fitzgerald
This turns seed of life into an amplifier for healing rather than unlimited healing itself.  Raise dead will give the 7 uses at 120 seconds, while combat raise dead will give 4 uses at 60 seconds.  Otherwise, the spell works more or less as it does now (chanting has you count by 2s rather than taking half the time.)

Spell Failure by Christopher Donnelly

This is a change to put the Spell Failure caveat where spells can fail, rather than in spells that can cause other spells to fail.

Direct promotion of proposals should be the day before by Christopher Donnelly
This changes the deadline for signing off on proposals from one week before to the day before.

Disenchant by Christopher Donnelly

This removes vague wording that implies all potions are disenchanted no matter what you disenchant.

Disrupt Suspends the Spell, not ends it by Christopher Donnelly
This clarifies disrupt suspends spells, not just ends them.

Remove redundant Protection from Missile Kneel option from Implement by Christopher Hamblett
This removes an implement choice nobody will use, as it's now part of the main spell.