marsden_online: (Evil GM)
I had a half-nightmare sometime in the past 24 hours where I was DMing for a too-large group and struggling to keep initiatives in particular straight at the beginning of a battle aboard a fairly small ship. Players included

A
N - playing some sort of heavy fighter.
S - playing a barbarian who channelled the spirits of his ancestors and turned into his grandfather when he raged, and helping track the PC initiatives.
A different S, whom I haven't seen in years.
B, who was in fine form.
Z
At least 2 others whom I can't remember clearly, one of whom was probably D

The party also had a pseudo-dragon or other small dragonlike creature along, whom I don't believe was attached to any particular character, and possibly a cat.

Against them, having just begun boarding over the stern of the ship after sneaking up in an invisible rowboat, casting some sort of becalming spell and getting their surprise round were
- A notorious pirate captain and her boarding crew.
- A smallish dragon, only about 1/4 size of the ship (probably did not approach /in/ the rowboat).

The pirate captain was demanding that the party hand over an artifact - possibly a necklace or amulet - that one of them or possibly an NPC was carrying. ("The something something something is mine!" [points dramatically].)

This encounter interrupted an ocean voyage to a far shore to bring aid to an ally under siege, or something, which at least one player expected to be "pull up to shore, throw a few spells and leave again", job done.

There were also some ship crew NPCs, but except for the captain thy were all aloft, desperately furling sail in case of more wind-based shenanigans.

Head Cold

Jun. 16th, 2023 10:50 pm
marsden_online: (cat)
(Friday) I am in day 3 of staying at home with a substantial head cold. The first two days I managed about half-a-day of hours working from home each day over the course of the day before my eyes and brain gave out. Today has mostly been spent napping/mindlessly scrolling, exhausted by the act of breathing and expelling fluids.

[My eyes are tiring very easily and have spent painful amounts of time feeling swollen larger than my sockets. There has also been painful sore throat but it hasn't been as bad as some I have had in the past.]

I've taken a few mental health days this year, this will put a substantial dent in the amount of sick leave I have remaining.

On Wednesday I also achieved a few things in the morning at home (taking it easy) and Thursday? evening I read through D's kickstartered copy of Alas for the Awful Sea, a PbtA game set broadly among the poverty of the coastal British Isles in the 1800s. I learnt something about running and setting up games with hard choices, but it is not itself still not a game which I am likely to play myself, preferring my escapism to be on the heroic end of the scale.

I do credit it for turning my thoughts back to the seeds of another campaign which I am probably never going to get to run, lending a sliver of inspiration for a plot twist triggering the final arc.

That's one of the few positive outcomes of my (increasingly convinced of) ADHD brain being forced into inactivity. I'm trying not to beat myself up about being inactive.
marsden_online: RPG log icon for this character (Arthur)
My very erratic sleep last night included snippets of a dragonborn knight in service to a kingdom, whose overall arc was battling some form of demon/dragon cult which was trying to establish a foothold on the material plane from /somewhere/ else, possibly an afterlife plane. On defeating the local attempt to create a gate in an abandoned keep and reclaiming said keep for the kingdom she was granted paladinhood by Bahumut and sent to the battle at the main portal attempt, which her victory had set back but only delayed/weakened.

Supporting characters were a halfling sometime companion whose main purpose seemed to be to move around quickly and provide arcane or divine buffing support, and for the final adventure of the arc above a 12-year-old human squire (very squishy) just to complicate matters. (I infer the squire had a certain level of plot immunity.) At one stage there was also a princess and a horse which had not been saddled properly.

Now of course I want to play through/out this character's story ...

~~~
A couple of other concepts which have taken up residence recently are both tieflings. One fled the prejudices of the city for the wilderness, where they found nature accepted them for who they were and that county folk were more than happy to accept their horns / tail / etc as signs of natures blessing rather than a mark of evil, especially when they can bring healing and good crops.

The other has trained as a monk to battle demon/devilkind and protect others from being trapped in the sort of contract which introduced outsider blood into their family - or other machinations of the lower planes. I can see a variant of this who is a Ranger (more 3E than 5E), or a Fae bound warlock, or even a Sorcerer. (Seed: Gamemaster's Stash post on Facebook).

And of course this warrior still pops up on a regular basis.

~~~
Bonus campaign seed which popped up while I was picking stones out of the waste land this morning; The gods are dead and now that they are not hoarding it divine magic is flooding the lands/planes for any who possess sufficient will to use. It is an age of miracles, and also of dramatic conflict as every faction attempts to gather as much power as possible towards their own ends before either new gods arise or old ones return.

After all, in a world where divine magic has always meant death can be temporary for those with the right connections, who is to say how long the gods themselves might stay dead?
marsden_online: (Evil GM)
So one of the side effects of being a temporally challenged DM/Player is that I often have stray character backgrounds and worldbuilding ideas running around in my head. This one is currently not letting me get the sleep that Covid recovery is demanding of me, so I'm going to inflict it on all of you.

[Scene: a group of adventurers sharing background stories]
"So I had a comfortable upbringing you know, wealthy and important family, indulged in pretty much anything I wanted while being prepared for my eventual role in the family empire. When I came of age the suitors also started calling, and that's all I expected, a comfortable marriage suiting both family's business interests.

My most persistent suitor was also someone I thought was a real jackass, you know? And there's a history of bad blood between our kin. Then it turned out they had been quietly challenging any other suitor who seemed to be gaining my favour and either maiming and forcing them to leave the city as a condition for their life or outright killing them.

So I challenged the evil [spits] myself, in public with the proof, and when they condescendingly refused my challenge I ran them straight through their hateful little heart.

So that's how my family ended up owning their family the cost of a Raising and I ended up exiled until I pay my family back. Which is proving harder than I thought, because there's a lot of people out here who need that treasure a more than my family."


Unsurprisingly there's a lot that hits my high points as a DM looking at player background here. Firstly there's some very clear reasons why the character is out adventuring and why that goal might be hard to accomplish. Bonus points for a treasure sink which isn't going to destabilise the local economy.

There are connections to other parts of the world: possibly-mixed loyalties to a family trading business, a potential rival or nemesis, a tendency to get involved with the less well off; all of which could be drawn on for story hooks or provide resources the character might turn to but only by advancing that aspect of the story. These aren't presented in a way where they have to feature immediately or regularly. (If I really want that level of connection, I'll mention it before character creation).

And while good at heart [I would expect that their] actions are going to be strongly influenced by growing up with
- a legal system which they were mostly immune to and
- where duelling (fantasy staple anyway) may or may not be formally acceptable but happens (especially given)
- the standard fantasy RPG availability of healing and even death-reversing magic to those wealthy enough exists,
... in a way which may well lead them into conflict with the laws and customs of the cultures they now find themselves in.

Finally this is a character that can function not only in the dungeon but also at some level of society. (In the general case it doesn't have to be /high/ society, but some people skills, please).

real world introspection )

A later scene )
marsden_online: RPG log icon for this character (Kiera)
... my dreams last night were epic on a scale I haven't experienced in some time. This may or may not be related to my complete exhaustion on multiple levels. Some notes for future gaming reference.

- A hero bearing a spear tipped with light appearing at various times throughout history,
- actually different members of a secret society founded and led by members of a race of immortals (do not age, susceptible to violence variety), dedicated to ensuring than an ancient fortress literally thrown/torn down after a murder of passion followed by a bloody schism never rises again to trigger the fulfillment of a prophecy.
- The world has changed so much in the centuries since though that some of the senior members are starting to wonder if it actually matters any more, or if they were being too literal and there is more to be gained by letting the younger races continue their growth on the site.
- There are a number of such weapons but only one more will be made, the person it is made for must then kill the one who can make them before and demon possessing them and invoked in the process can escape (per prophecy)
- The "king" of the immortals and father of the murderer prevented from taking his revenge on the (legitimate) killer of his son by law and the other nobles, secretly plotting his revenge on basically the entire planet from the immortals' home city in the sky/spaceship, which has been basically isolated since the body was returned.
- immortals included Batman, Wonder Woman and possibly Dr Strange analogs as well as other characters I do not recognise a source for.
- There was a self propelled stone battle wagon occupied/controlled by the soul of an immortal woman who had stolen the secrets to power it from the city, kind of in a
- "Of those who travelled north only those who had previously travelled south survived" or "the key to surviving the north lies in the south."
marsden_online: RPG log icon for this character (Markos)
Arcana Evolved states that
Most items from Chapter Seven in the DMG are available ... with a few exceptions based on some simple guidelines
...
5. Any item whose main feature is an effect that does not appear in [AE] in any way,or that appears in a different version. The easiest thing to do is convert these effected to [AE] effects ... some effects ... do not appear in [AE], but you could incorporate them into the the game as special magic-item only powers."


AU/E also use a different set of item crafting feats. Most Wondrous Items, previously craftable by a 3rd level spellcaster if they had the aid of a suitably levelled caster or an appropriate item, now require a 12th level caster to take the Craft Constant Item feat. (See my Artificer class for one means of pulling this back the other way a bit).

Until recently I had not thought to sit down and calculate how much this might change the cost of some items, until I needed to know just how much of a discount the PCs might be getting through influence and prestige. A few oddities immediately appeared among relatively common items.

A very simple example is the Amulet of Natural Armor. In D&D3.x the pre-requisite is the Barkskin spell (Lvl 2, caster level 3 but that doesn't come into it) and the price for one of these is calculated as Bonus[squared] x 2000gp (DMG p285). 2000, 8000, 16000, 32000, 64000.
In AU the equation is spell level of the appropriate Beast Skin spell x caster level x 2000gp. 2000, 12000, 20000, 40000, 90000.

I'm having to fudge here a little too ... the rule is that The character can cast a spell at a lower caster level than normal, but the caster level must be high enough for her to cast the spell in question...., but there is no clarification of how this applies to diminished versions of the spell. Is it the caster level required to /prepare/ the normal version of the spell, or the caster level required to /have available/ a spell slot of the lower level used to cast it? I'm using the latter, or the +1 amulet would cost 6000gp (caster level 3) (the same as it presumably would if Craft Wondrous Item used caster level). For that you could upgrade your Ring of Protection +1 to a Ring +2 and have the additional +1 apply against more things. So I have gone with the latter interpretation.

Speaking of the Ring of Protection. The prerequisite spell for this in D&D3.x is Shield of Faith (a Cleric only spell, which means all those rings out there had a divine caster/ deity involved in their making ...), a first level spell granting a short-lived +2 to AC.

There is no equivalent in Arcana Unearthed. In fact deflection bonuses are few and far between in the spell lists, exactly 3 spells, Magic Circle (Complex, 3), Energy Sheath (Exotic, 6) and Telekinetic Shield (Complex, 8). And Magic Armour 9a flat +1 or +2 heightened) doesn't really cut it as a replacement (apart from explicitly being unable to be incorporated in a constant item).
There are a couple of other deflection effects available to lowish level classes, specifically the Mage Blade's Shimmering Shield (at 4th level) and the Wind Witchery Wind Blade (could be chosen at 1st, 5th or 10th level before you can get the CCI feat at 12th).

So for now Rings of Protection remain one of those things, and at some point I will formally make Shield of Faith available as a 1st level complex spell granting +1 AC (+1 per n caster levels) for a period of minutes/level, diminished +1 to AC for a period of rounds/level, heightened lasting for a period of 10 minutes/level. I think that will be balanced against the AU version of Magic Armor. It will likely change the price of the ring in a similar manner to the amulet above, but not as drastically.

Another challenging item is the Ring of [Energy/Element] Resistance (or for that matter armour of this type). The D&D 3.5 Resist Energy spell (Level 2, grants between 10 points and 30 points DR against the specific energy depending on caster level) does not exist in AU in favour of the diminished versions of Protection from Elements and Protection from Energy (Simple, 3 & Complex, 4 respectively, absorbs damage from elemental attacks of the specified type up to a caster-level determined limit).

These spells /can/ be placed in permanent items, but if we consider the spell to be cast on the wearer every round the simplest of these rings created at minimum caster level would protect against 30 points of damage every round. (Which might or might not be preferable to protection of 10 points from every elemental attack depending on the situation.) My feel is that is overpowered.

A slightly more interesting take is that the ring recasts the spell whenever the existing protection expires, leaving a narrow window where some damage might actually sneak through, or has to be reactivated as an action like for example the Ring of Invisibility. As a uses-per-day item of course it works fine.

It is a trivial solution here to say that the prerequisite becomes the diminished spell and the effect when placed in an item differs, although there's still the matter of while Rings of Elemental Resistance now have the same caster level as D&D3.x, Rings of Energy Resistance (excluding Fire, for which one would use the cheaper spell) now have a higher caster level and could be expected to have a commisurately higher cost.

The easy solution is simply to say something like "there are recipes for these common items, and they use the DMG costs" but it all leaves me wondering how far through the possible issues Monte Cook and his team thought when they developed the AU/E and why they did not spend what could have been just a line or two of text to provide clarification.
marsden_online: (write)
Dear diary )
marsden_online: RPG log icon for this character (Kiera)
Design notes:
This is a primarily NPC class intended to rationalise the availability of permanent items in a world without the default setting of a significant number of high level casters. AU requires a caster level of 12 before gaining the Craft Constant Item feat which replaces the D&D3.n Craft Wondrous Item (available to 3rd level casters)).

The class only has 5 levels, if it were to be extended I would probably reduce the effectiveness of the Efficient Crafter ability and continue the progression of spellcasting and bonus feats at alternating levels.

Pre-requisite: Intelligence ability score of at least 10 OR ability to cast simple spells based on another ability score.

Base Attack: Weak (as Magister)
Strong save: WILL (as Magister)
Hit Die: d4

Skill Points at 1st Level: (4 + Intelligence bonus) × 4
Skill Points at Higher Levels: 4 + Intelligence bonus

Class skills: Alchemy (Int), Appraise (Int), Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (all skills, taken individually)(Int), Spellcraft (Int), Use Magic Device (Cha)

Weapon and Armor Proficiency: Artificers who already have another character class gain no additional weapon proficiency. Single or first-class-as artificers are proficient with all simple weapons but no armor or shields

Spells: if the artificer does not possess levels in a spellcasting class they gain access to simple spells as a half-caster (as Mageblade or Runethane) To ready or cast a spell such an artificer must have an Intelligence score of at least 10 + the spell’s level. The Difficulty Class
for a saving throw against an artificer's spell is 10 + the spell's level + the artificer's Intelligence modifier. Bonus spells for artificers rely on Intelligence.

If the artificer possesses levels in one or more spellcasting classes then at 2nd, 4th and 5th levels they gain spells per day as if gaining a level in one of those classes. If the artificer has no other spellcasting class but gains one at a later date they may immediately apply this ability, but that class's spellcasting replaces the artificer's basic ability. (This will break even if a half-caster and still be a net gain if a full caster.)

All artificer levels count towards the character's caster level.
*AU vs D&D3.n: AU uses a unified magic system so multiclass spellcasters stack spells known and caster level from all their classes.

Specialist: all Artificer levels count double towards the caster-level pre-requisite for item creation feats. So for example
- a character with one level in another spellcasting class and one level in Artificer is considered to have 3 caster levels (access to Craft Single Use Item)
- a character with 2 levels in another spellcasting class and 5 levels in Artificer is considered to have 12 caster levels (access to Craft Constant Item)

Bonus feats: At 1st level the artificer gains a bonus Item Creation feat. At 3rd and 5th level they gain a bonus feat drawn from the following list: any Item Creation feat; any feat granting a spell template; Complex Spell, Exotic Spell, Modify Spell.
* In a D&D3.n campaign metamagic and spell focus/penetration feats would be on this list, in AU these are covered by spell templates and Modify Spell

Efficient Crafter: The artificer spends 10% less per class level in materials to create an item than less practiced crafters (so a maximum of 50% at 5th level). As the XP cost and time to create an item follow from this material cost these are also reduced by like amount.
The market price of an item is not necessarily affected by this cost reduction.
marsden_online: RPG log icon for this character (Markos)

<<< || Previous



Authors' note: it has now been some years since this campaign ended but the need to complete this final chapter has stayed with me. Tonight I find myself inspired (and rested) enough to finally put it down.

Scrying for Anthony, even with the aid of the most powerful spellcasters of the kingdom was only able to narrow his location down to somewhere within a magical storm which had raged over a particular area of the ocean since time immemorial. Of course.

So it was that the party acquired a sturdy ship and stout-hearted crew and set off for the malestrom. Reaching the edge was easy enough, it was well marked on all the charts. With deep breaths all round and everyone tied to something firm the captain spun the wheel and set course directly into darkness.

Storms, giants and other guardians )
Dragons beneath the sea )
Epilogue )
Fin.

Thanks to Niall (DM), Sam (Zediz'r), Josh (Zenon), Laura (Aiu), Lucy (Sa), Izzy (Val) and Kristiana (Daggakorian) for memories which have stuck with me so long.
marsden_online: RPG log icon for this character (Kiera)
Jotting down an idea which was a plot point in one of my quite complex dreams. Dewdrops (or some accumulation of moisture which strongly resembled a dewdrop) exposed to certain magical conditions for an extended period of time[1] (in this instance accidentally caught in the scales of a wounded dragon) can grow entire miniature worlds inside them. From these worlds energy can be drawn in this instance there was a symbiotic relationship between the growing world which, unnoticed, drew magical and emotional energy from the dragon to form and returned a different sort of energy which aided in his healing[2].

[1] extrapolation: or if properly collected and nurtured
[2] an ability just asking to be exploited by an ambitious spellcaster

This was really just a side note about history in the dream itself, which was about a sort of druidic order of fae native to the tiny world dealing with some sort of impending doom to said world. But it was close enough to the end of the dream that it stuck with me. I remeber a few other snippets.

- The dream was one of those things where sometimes you are reading it in a book and sometimes you are right in there where it is happening.
- The book had been written by the lady in Wellington I've mentioned in a few posts recently ;)
- the pages of the book were incredibly intricate wood carvings illustrating the scene which was written about in the words woven through the pages
- occasionally an early-readers note of encouragement had slipped into the text, seeming quite out of place but also sweet
- there was some beautiful stained glass in there somewhere, but I think that was only when "I" was fully immersed in the world
- I was really clumsy and the wood carvings were really fine and fragile; decorative pieces kept breaking under my fingers :(
- depending on the scale at the time the book sometimes doubled as a storage cabinet; for example a wagon was full of chests of valuables; the chests could be opened and contained ("real" world) board games and puzzles.
- the particular goddess of the world whom the druidic order were trying to awaken/summon to ask for help/advice/to warn all the inhabitants of the world was some form of force of nature
- the druids themselves (including the main characters of the book) were humanoid on the upper half and varying animal/fish/squidlike in the lower half, but could switch to a form with human legs and the other part resembling a skirt at will depending on what environment they found themselves in. Some had wings but not all.
- The main characters ranged from the leader of the order to some sort of wild urban child with a /very/ loud voice to a recent initiate who despite being amazingly talented in a number of areas had shunned them in favour of an area she? did not excel in and it had taken years of hard study before graduation (the order was large enough to run some sort of university); because of this they were "looked at sideways" by most of the of the order, but were nevertheless the one in correct place in the order hierarchy to perform much of the ritual.
marsden_online: (Cat Yarn)
This weekend past was Labour Weekend in NZ; so a public holiday was had on Monday. It was an unusually ordered weekend in more ways than one.

I can not actually recall much of what I did on Saturday. I know I spent some time at the Hall in the afternoon. I suspect the rest of the time was spent on housework and on the phone to Wellington. I've been on the phone (or FaceChat) to Wellington a lot recently.

Sunday I actually managed a whole day at home when the urban search and rescue dog team cancelled their booked training at the Hall. Most of the day I spent focused on cleaning obsolete material out of my gaming folder, attending to various GM admin tasks related to my Sunday game and planning the encounter and aftermath for the next session (the PCs were ambushing an enemy camp). It was good just to be able to sit down and concentrate on gaming stuff for an extended period of time, closing a lot of small loops in my to-do list; but it was also about as mentally taxing as the equivalent time (ie a full day) at work.

Sunday evening I attended a Labour Weekend drinkies for a few hours as a) I really needed to get out of the house for a bit and b) the game had actually been moved (one day only) to Monday afternoon; one player down but better for everyone else, to be run at the Hall while I was on site for photographers. (#atmosphere) Monday morning I spent on house chores and final gaming prep.

Of course it turned out that one of the groups booked in weren't actually as familiar with the Hall as I had taken from their email so we lost 45 minutes to an abridged version of the orientation tour. But the party did manage to make it through the encounter, defeat the giant "sheepaphant", capture the mage and start getting out of Dodge in just the amount of time we had remaining. I don't know if playing in the Hall dining room (in the dark, for a night battle) actually added to the experience for anyone; once I was focused on the table I stopped being aware of the surrounds but then I'm quite used to being in them.

~~~
Regardless I've been feeling rejuvenated somewhat recently. Bookended by wake-ups / good nights from my lady in Wellington I'm sleeping a reasonable period, waking up sharply in the morning and if I can get out of bed (or have something to do on the laptop) being quite productive. Followed up by a full day of activity - Sunday gaming prep; Monday chores & gaming; Tuesday work; Wednesday work followed by chores.

It's not all positive though:
- My sleep quantity may have improved but the quality continues to be questionable. Monday night was particularly bad. Not that I wasn't sleeping, but that it came with a very vivid, epic length end of the world, hopes and expectations repeatedly crushed type dream.
- despite the extra hours I am not finding much downtime for just me; there always seems to be someone or something demanding attention just when I try to take a break (cat/sudden deadlines/hall requests/messages of distress) and I am starting to feel worn quite thin.
marsden_online: RPG log icon for this character (Arthur)
Over the weekend a young acquaintance mentioned his desire to play a (D&D3) minotaur paladin, and some resistance he had met to the idea. I took the time to explain that the resistance was probably not to the idea as such, but the extra work that would be required to align the DM's world such that any minotaur character and their companions would not be confronted by torch-and-pitchfork wielding mobs / local adventurers / bounty hunters / heroes of the realm in every dominion and at every outpost of civilisation.

By the time the conversation had finished however my worldbuilders brain had come up with an outline for how a larger race with a reliable number of relatively peaceable members would probably be incorporated into a fantasy society without ending up in charge. I present a minotaur version of that below as a plug-in suitable for dropping into a fantasy world, but first would like to take off on a couple of tangents.

chaaanges )

availability )

balance )

Place in civilisation )
marsden_online: (skull)
On Monday I cut my planned holidays short by a week and went back to work to deal with issues which had been unfinished last year and blown up over the Xmas/NY closure. This wasn't entirely unexpected so I was mentally prepared and even eager; so much so that I was at work uncommonly early on Monday and pushed through a 7-hour day in determination to complete what I was working on. (Which I didn't, but made satisfactory progress.) This may have been a mistake so I wasn't unduly concerned when I did not manage the same start on Tuesday, but by Wednesday I was lying in bed in the grip of a very familiar slough, one that held me even more as the week passed so that I didn't actually get out of bed these past two days until after 11am and to work until about 1pm. (Despite that quite a productive week. Quiet office.)

The stupid thing (well, one of many) is that on Wednesday I had been out of bed about 6am to put bread (left to rise overnight) in the oven and again about 7am to take it out. If I had just stayed out of bed I would have made it through the day just fine.

Excepting the really good start on Monday this is of course the pattern of my life which I have been trying to change for the past few years. And it really was absent over the break; or at least the feeling of weight that kept me in bed when I knew I ought to be elsewhere. Thinking back there were one or two times it resurged, when I was only partially enthused for some commitment or other.

I do not want to go through another year like this. As I sit here I don't actually know if I can face/deal with going through another year like this. It seems so unnecessary, and it should be such a simple thing for me simply to stay out of bed each morning.

Installing a standing desk has shaken up my routine and broken some of my bad computer habits, doubtless contributing to the amount of other things which have got done over the past couple of weeks; I am seriously considering reserving the bed for naps for a few months and at nights sleeping on the couch in the dining room to see if that does the trick.

~~~
In better news on Monday I gave a home to a box of old RPG books that a friend was disposing of before heading back overseas. Never mind that I haven't finished reading through the acquisitions from the last time I did that, a couple of years ago (longer)? There's some good stuff in there; collectibles and useful references.

books laid out for display
marsden_online: RPG log icon for this character (Arthur)
A campaign I am playing in at present has among the options for starting gear a weakened Ring of Regeneration, healing one HP/hour (I am unclear if it also does the restoration of lost bodily parts). This has led me to think critically about the SRD standard ring of regeneration and I have come to the conclusion that it is overpriced for what it does. Let's take a look....
Ring of Regeneration

This white gold ring continually allows a living wearer to heal 1 point of damage per level every hour rather than every day. (This ability cannot be aided by the Heal skill.) Nonlethal damage heals at a rate of 1 point of damage per level every 5 minutes. If the wearer loses a limb, an organ, or any other body part while wearing this ring, the ring regenerates it as the spell [within a round - M]. In either case, only damage taken while wearing the ring is regenerated.

Strong conjuration; CL 15th; Forge Ring, regenerate; Price 90,000 gp

I don't even know how they get that price and caster level, by my calculation it should be
7 (spell level) * 13 (minimum caster level) * 2000 = 182,000gp
or even
7 * 15 (given caster level) * 2000 = 210,000
Is it halved because of the "only while wearing the ring" limitation? Or because as discussed below the replacing limbs/organs never really comes into play?

What else could we get for that money? )
~~~
A more realistic cost? )
~~~
How about a real Ring of Trollish Regeneration? )
~~~
Finally (for this post) another quirk which seems to me to be a good candidate for adding to an ongoing healing item (perhaps one which was a prototype or not quite made right) is a slight loss in Constitution (2 points, to make sure the bonus drops). Is the healing going to be worth the ongoing fragility? That might very well depend on the wearer's normal maximum hit points and level.
marsden_online: RPG log icon for this character (Kiera)
Ability damage whether through poisons, energy drains, feats or other effects is fairly common in D&D3 and it's close relatives. In fact as hit point totals grow I've found that the easiest way to make the players concerned about the ability of an enemy to damage them is to break out an ability-damaging critter, taking them back to worrying about a total which is likely in the teens to start with rather than the tens.

Monte Cooke's Arcana Unearthed (and revision for 3.5, Arcana Evolved) deliberately make healing harder to come by. For HP damage the lower level healing spells either cure less (fast and with no side effects) or cure more but at a cost to the caster.

After diligent searching I found the following options for ability damage:

#Iamblind #rightundermynose
The Restoration spell is a Complex, Positive Energy (specifically accessible by certain classes / feats), level 5 spell. It requires the target have a Truename to be effective. Diminished (cast using a 4th level spell slot) it removes all temporary damage to one ability score and dispels negative levels; cast normally it dispels negative levels, restores one drained level, removes all temporary ability damage and one point drained from a single ability score, and heightened (cast using a 6th level slot) it restores all lost levels and all points drained from a single ability score. At best you need to be a 9th level caster before you get access to this spell in any form, 11th to use it heightened.

For comparison the 3.x spell Lesser Restoration cures 1d4 points of ability damage and is 2nd level (3rd level caster), Restoration dispels negative levels, restores one drained level, cures all temporary damage, restores all points drained from a single ability score and is a 4th level spell (7th level caster)

Other options appear to be:
- The heightened version of Transfer Wounds (Total) (Simple, Positive Energy, using an 8th level spell slot) in addition to healing all hit point damage removes all temporary ability damage, applying half of that damage to the caster as per usual for the Transfer Wounds spells.
- Perfect Health (9th level, Simple, Positive Energy, requires Truename) removes all temporary ability damage but explicitly does not remove drain.
- Heightened Neutralise Poison (Complex, Positive energy, 5th level slot) heals damage inflicted by poisons within the past hour.
- Heightened Remove Disease (Complex, Positive energy, 4th level slot) heals any damage inflicted by diseases in the last week.
- Remove Malady (Complex, Positive energy, requires Truename, 5th level slot) can take away (among other things) a poison or disease affecting a character, but it is not clear if this will restore ability damage. Comparing it to the levels of the previous two I would say not; this spell instead has the flexibility of being effective against a wide variety of conditions.
- the Runethane (class) Rune of Rest doubles the rate of healing while during rest, presumably including ability damage.

The lack of lower level magic for addressing ability damage is clearly a deliberate design decision but it's a bit problematic when a series of horrendous FORT saves leaves your low-to-mid-levels group mostly incapacitated by a few spiders. By the rules it also makes ability healing items (eg potions) prohibitively expensive at lower levels. Google has not revealed unto me any existing house rules for this out there, so here are a couple of ways I see to address this while still keeping the availability of healing a bit more scare.

1. Easily within the rules Lesser Restoration can be brought in as an exotic spell. I would probably make it 3rd level, Positive Energy, restoring 1d4+1 points of damage to one ability score, diminished restoring 2 points but at a cost to the caster of 1 point (ala Transfer Wounds), heightened restoring all points of damage to one ability score.

2. The Lesser and Greater Transfer Wounds spells could be modified such that the heightened version additionally / instead restores some amount of ability damage at the usual cost of transferring half the damage to the caster (effectively having half the effect if cast on oneself). If I were taking this route I would probably make the amount 1d4+1 points to one ability score for LTW and all points to one ability score for GTW (heightened is a 5th level spell so Restoration may be available, but GTW is a Simple spell and doesn't require a Truename).

As a side note even with multiple applications of these spells there would always be one point left /somewhere/ which has to recover naturally #math.

3. The Lesser and Greater Battle Healing spells could be similarly modified. These are already a level higher than their Transfer counterparts which seems reasonable for the utility. Restoration is still preferable if it is available if only because it now uses a lower level slot (heightened GBW uses a 6th level slot to achieve what Restoration does using a 4th level slot).

My preference would probably be to use both 2 and 3 but for the stingier DM introducing an NPC who has spent the feat for or an Amulet of Spell Knowledge containing the first option might be more palatable.
marsden_online: (Evil GM)
Curses can be hard to handle in some RPGs. D&D3.x in particular the Bestow Curse spell has some nasty but purely mechanical effects

-6 to an ability score == -3 to related rolls and possibly loss of spell casting ability
-4 to pretty much every roll
do nothing 50% of the time

but by the time you encounter it with any frequency Remove Curse is probably available to you and the effects are serious enough that you wouldn't think twice about using it. And of course you are left to come up with interesting names / descriptions of the curses.

Something more subtle which occurred to me this morning is possibly more frustrating, yet small enough in apparent impact. Simply this: any dice rolled for the character are treated as if they had naturally rolled 1 less. Not a huge deal on any given roll perhaps, but
- no more natural 20s (auto hits, critical threats)
- 1 less HP per level gained while under the effect of the curse
- doubles the chance of auto-failing a saving throw (now on a "natural" 1 or 0)
- significantly reduced damage on multiple-damage-dice attacks.

OTOH marginally better chance of making those 10% chance stabilisation checks.
marsden_online: (Ghostfighter)
On Tuesday evening I had the opportunity to play in a one-shot of Numenera with a group of people I don't have the pleasure of gaming with very often. I've heard about the system on-and-off and I was suitably impressed with it in play; immediately encouraging of a descriptive style of play, very simple mechanic, setting deals neatly and explicitly with the natural player tendency to "now-ise" everything. Would pick up and run.

Busana the Intelligent Glaive who Explores Dark Places* and her two companions Roderick the Foolish Glaive who Stands Like A Bastion and Future Steve 17 the ? Nano who Exists Slightly Out of Phase were drawn into a "game" wherein an inimical race were plotting a public massacre of several locals.
* Recreation of the character I am currently playing on Wednesdays in an Arcana Unearthed campaign - system which was coincidentally also authored by Monte Cook.

Things I Have Not Done Before in a game included
- discretely emptying a "love poison" potion around the roots of a plantlike creature acting as a receptionist to gain her favour and expedited access to the Aon Priest we hoped had information which would help us.

- persuading an NPC that the reason his husband was lying on the floor goaning and bleeding out his ears was because he was going to imbibe too much "counterwise wine" at the event he had received an invitation to.

- having to dodge an "Instant Boat" being created in the air above the final combat (and special mention to Roderick who "stood like a bastion" and caught one end of said boat as it fell to give myself and Future Steve 17 a better chance of getting out of the way).

The final battle was a nail-biting and near-thing as our characters were underpowered for the scenario, and more than once it looked like we were doomed to lose. We only managed to interrupt and limit the massacre rather than prevent it completely, and Busana nearly perished but after the final opponent was subdued Future Steve 17 was able to make use of a convenient first aid kit to restore sufficient health that she was able to limp tail-and-ears-high out to the cheering crowds.

~~~
On the way home from the game I nearly ran over a bunny just around the corner from home - a pale tan mini-lop with dark brown ears which ran straight at the car. A grey smush-faced companion hopped out of a nearby drive while I was trying to earn the first's trust enough to catch it so I was able to go and bang on the door (just before midnight) until the owners came out to herd them back to their hutch.
marsden_online: RPG log icon for this character (Markos)

<<< || Previous || Next || >>>



Author's note: it has been some months since the campaign ended, but life. So I am presenting the remaining highlights in two posts.
From the city to the castle )

An Anthony in the basement )

Some easy successes )
marsden_online: RPG log icon for this character (Markos)

<<< || Previous || Next || >>>



The Fleet )
marsden_online: RPG log icon for this character (Markos)

<<< || Previous || Next || >>>



Upon returning to Murdered Bow Markos made good his promise to the ki-rin and removed the last of the metal bindings. Sa paid a visit to the baker's widow discovering that business had not been good since the death of her husband; something he remedied by buying a round for everyone in a local drinking house and pronouncing the greatness of her wares. The word of such a great hero soon had people flocking to the bakery.

Zenon had been busy in the intervening time and presented the other members if the party with a number of useful one-shot items such as tokens of Obscuring Mist and powder of See the Invisible.

The treasure ships were investigated for an item of power suitable for a new member of the party and Val chose to replace one of her bladed gauntlets with the one name Mageslayer - a bleak, black iron piece with a taste for the blood of spellcasters. Markos replaced some of the blades on her other gauntlet with ones of meteoric iron; the better to face Anthony's never-ending creations.

Back to the caverns )

Expand Cut Tags

No cut tags

Most Popular Tags

Syndicate

RSS Atom

Style Credit

Powered by Dreamwidth Studios