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Incogneato

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About Incogneato

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    Rykir Albenscar

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  • Gender
    Male
  • Location
    Syracuse
  • Interests
    Medicine, BJJ, games, Music, and geeking out with you fools.

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  1. Build a Pc

    Ah, what a shame. Racial language: Andaranien
  2. Well, it was also suggested above that maybe just adding level 1,2 or 3 spells might add utility for lower level mages, but everyone seems really fixated on the 34 more spells thing. It could instead be 14 or 21 spells.
  3. I don't see yebbing powder anywhere in the alchemy list? Is this some super rare yeb drop? When I look at the alch list, I mostly see poisons and buffs. Are there missing things from the list? I feel like maybe some cool new alchemy compounds could also add some fun effects.
  4. Wat? There are alchemicals that make pit traps? That's awesome. I don't see it on the list anywhere though. You make a lot of good points. Also, for the record, this is in no way me shitting on our current system, which works great. This is just some fun food for thought in the fun "what if" forum, you know? Healthy discussion always encourages growth :)
  5. For sure, I love the idea of adding in something that's the equivalent of "cantrips" or just things that have fun utility outside of combat- Spells that aid the more RP heavy PCs. The Sneky Sneky rats and those who like to understand more about the plots that go out. Want to hide that dead body or stash of stolen goods for an hour? *concealing spell* Want to send a sneky letter and avoid prying eyes? *magic ink* Want to prank Ivan? *Spell that lets you transmit some speech/thoughts into another player's head* (Echo, perhaps?) or *spell that makes him calm and friendly for 10 minutes* (Tranquility, maybe?) Idk, I feel like adding some lower level fun spells would be... fun
  6. While I agree that we have spells that are under-utilized by PCs, I think that a main issue of our spell system is that we have a little bit too much overlap between the functional effects of spells, meaning that we have too much redundancy in terms of control spells and disengage spells across the spell trees. Most of our spell are either designed to "make thing leave me alone" or "help me kill thing". We don't have much spell utility outside of combat at all. Other than magic lock and compulsion skills, everything is combat oriented. I'm sure that we would be able to come up with more spells. Off the top of my head- a spell that allows you to write a letter that appears invisible, a spell that allows you to use healing to damage undead (add some combat utility to resto?), the actual additon of the Blink spell from JC's belt or the ability to "blink" another player a certain distance (out of a jail cell perhaps?). Idk, those may not be the best ideas, but that took about 30 seconds. I'm sure we can find things that work. Another thing is that maybe it doesn't have to be a full 5 spells per school, just lvls 1-3 to add more versatility for lower-level casters. I think an important thing to remember is the power cap that we have in our game. It's a wonderful thing, in that it stops people from being OP and casting like it means nothing, however, it is also a double-edged sword in that it turns casting into a VERY frugal/selective process, particularly for (most) PCs who don't have their spell trees and MP all maxed out. With that in mind, using dominate like you described would be a bit silly. Nobody would waste 1/4 of their precious MP over a long shift for that kind of interaction. Give them a lvl 2 or 3 blind spell and maybe they will.
  7. Ok, so on a much more wild topic- What if we added essentially a 3rd "column" of spells to each school? I know this is something that has probably been discussed before, and I'm not nearly as convinced it's a good ideas as I am about replacing stun, however- I think that adding an extra level 1-5 spells to each school would add a lot of variety to spellcasting AND so long as we don't change the MP caps, it shouldn't change the power balance of the game at all, just add more variety and flavor. Mmm.. Flavor... I think the idea of replacing what can be considered a core spell of the game (stun) is a jarring concept to many. With so few spells, replacing one severely changes the world of Novitas as we know it. I think that by adding another 33.33333% spells to the game, we can add a lot, and take away nothing. The only thing would be a little bit of extra memorization on the part of most PCs, but let's face it, most of us D&D playing, X-wing strategizing wackadoos can easily handle learning some new spells. Plus, I think expanding the magical repertoire of Novitas will lend more "Umph" to PCs that choose to play solely as casters. I mean, many casters in the game have found themselves having to take a few combat skills just to stay alive in a very melee-driven environment. It might even be fun to organize each school of magic into "sub-classes" loosely based on the spells in each of the three trees. Idk, maybe I'm nuts, but this seems like something that, implemented with great care could really be cool. Thoughts? (Feed my need for KoN-tact please) EDIT: Poll
  8. Right, I completely agree that concessions would need to be made for combat. Things like, you can only defend when blinded, or that you have to step out of combat a few paces before "going blind". Nobody should be wildly swinging their weapons when blinded. Even if it means nerfing the combat utility of the spell, I still think it's worth it. I still think that there is an incredible utility in this spell that would make it more useful to most players than stun is. Honestly, I feel like lvl 4 compulsion spells only do a great job of serving monsters. For players, they both serve the simple task of stopping something from attacking you. That's something that can be handled by many other much less expensive spells (disengage, dissipate) and those spells aren't negated by the multitude of baddies that are immune to compulsion. Edit:clarity
  9. So, instead of focusing on my studies, I've been skulking around the forums. Kato's review of Knight Realms was nice to read. I went and checked out their rulebook because I have absolutely zero impulse control. While most of it was rubbish, I did find myself enjoying a few of the spells that they had in their arsenal. In particular- I enjoyed their blinding spell. It was under a tree they call Illusion, which is most similar to our Compulsion. Basically- When you get hit with the spell, you "Go blind" for the duration. I take this to generally mean you close your eyes until dispelled or whatever. I really really like this from both a gaming and an RP standpoint. Acting out blindness is something that is SUPER easy to do, way simpler than fear or really any other compulsory RP that we ask people to engage in. It would also provide compulsion with some much-needed combat utility (in b4 "Compulsion isn't a combat-focused school!"). My suggestion would be that stun is replaced with Blind. It's a spell whose MP cost would justify the effect and, perhaps I'm alone here, but I have NEVER seen stun used. I've seen pin used a dozen times because ultimately it's a BETTER version of stun. Stun wears off the moment you attack someone. You can pin someone in a fight and run circles around them. Sure, Stun prevents them from retaliating at all, but if you can't move your feet in our game, you are more or less dead to rights. Worried that your pinned opponent will cast at you? Silence for another 2 MP. Tl;Dr- I believe that replacing the Stun spell with a Blind spell would swap out a spell with little IG utility for one that provides a massive amount of both utility and RP potential. (Think of all the neat Plot devices!!!)
  10. Contact: Me Name: Wardens Cabin: 6 So, I have a few questions- One, Brian and myself have generally been the two people using cabin 6 in the Warden's stead. I do my best to make up the encampment with candles, encampment items, furs, etc. -Should our group dissolve, are we now homeless? -I will be attending next event, however I know that I will have to take a 3-4 month hiatus because of real world reasons starting in May. Does this also mean that I'll be homeless when I return? -If I'm homeless, or if a group dissolves, how do I benefit from my encampment items? Or am I just SOL?
  11. Question about Pin

    Makes sense- But I take it your feet are still pinned when you re-appear if it is before 10 mins is up, correct?
  12. Question about Pin

    Can someone dissipate or leylines out of pin or are they effectively grounded while pinned?
  13. I know this is a logistical nightmare, but damn- wouldn't that be awesome? 5-7 days of KoN. Maybe with a dungeon crawl, a few all-PC shifts and a boss battle or two?? A kid can dream...
  14. Question about Light Tubes

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