Subject | [dq] ITN's and True speak etc |
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From | Noel Livingston |
Date | Sat, 16 Jun 2001 18:25:38 -0700 (PDT) |
ITNs really have not changed except in the max bonus available +5% with Time of 4 wks to +2% with time of 1 week works out similar. Also there is no real reason for other characters to give the namer their ITN, afterall it is unlikely he/she will have time to rank it, or be willing to spend the time. I suggest a straight +10% bounus if the ITN is known, no ranking apart from 1 day to "study" after being told. This would change the max bonus for self spells from +40% to +10% and give a possible +10 to other party members ( curse removal, destoning, etc ). True speak Please make this non-actively resistable, don't know if others have already said this but it would be nice to have party tied and gagged and have the evil namer saying "we have ways of making you talk", "resistance is futile" and such rather than having to knock them out. True form Does this fix up shapechangers who have been out in the dark to long ? ===== cheers noel __________________________________________________ Do You Yahoo!? Spot the hottest trends in music, movies, and more. http://buzz.yahoo.com/ -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | [dq] Greater Enchantment |
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From | Noel Livingston |
Date | Sat, 16 Jun 2001 18:40:42 -0700 (PDT) |
Greater Enchantment Duration:Till next Beltane,Lugnsad,Samhain or Candemasa Experience:125 Base Chance 80 + 1 per rank Target:Group must include caster (max 1 + 1 per rank) Cast Time:1 hour Materials: 1 ounce of black myrrh(+1 per rank) Effects: The targets of this ritual must form a circle and smoke the black myrrh, they all gain +1, +1 per rank to all base chances,strike checks etc. The effects will only affect the group when together and will temporarily dissipate if they separate. At rank20 the E&E may separate from the group without the effects dissipating. OK Why ------ 1) Low level games, ive been on several with people with greaters recently (one had a R20) this is generally the richest / toughest member and they then get to dominate the group as they are the best at everything, great fun for one player, boring for all the others. 2) E&E's rarely need to rank this ritual apart from giving cheapies to the players in return for the money for a R11 one from the guild, this would make it very worthwile ranking 3) R20 still gives a good bonus and allows money grabbing to occur, it also allows the gm to power up a party using the friendly wizard thingie. 4) The level of the greater will generally match the level of the party, unless a very high level E&E goes slumming 5) The gm has control over the greaters in the group and can power up the party using a friendly R20 or an NPC E&E of lower rank can join the party, no flow on from previous adventures as ends when powers of light holiday occur. 6) Holds party together, if one person goes off on his own little private mission, fine but they loose the greater bonus, good to do things as a team Comments / Flames / Abuse GM's ? E&E's ? Low / Mid / High players ? This ritual is my pet hate. ===== cheers noel __________________________________________________ Do You Yahoo!? Spot the hottest trends in music, movies, and more. http://buzz.yahoo.com/ -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] ITN's and True speak etc |
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From | "=?iso-8859-1?Q?Ian__Wood_&_Ellen__Hume=A0&_Adara_Wood?=" |
Date | Sun, 17 Jun 2001 13:52:48 +1200 |
-----Original Message----- From: Noel Livingston <arnauddemontfort@yahoo.com> > >True speak >Please make this non-actively resistable, don't know >if others have already said this but it would be nice >to have party tied and gagged and have the evil namer >saying "we have ways of making you talk", "resistance >is futile" and such rather than having to knock them >out. > Note that there is no compulsion in this ritual to talk, the target is merely prevented from telling untruths (....they must, to the best of their knowledge, speak no falsehoods.) One use that I see is to check out a supposed ally. While they could object to the party using most coercive magics to question them (Hypnotism, Compel Obedience) on the grounds of self-preservation, true speaking is much more benign. An usable at Rk0! (assuming someone's DA on the target works.) Also useful to check that the astrologer is actually telling you what they are 'seeing'. Cheers Errol -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] Greater Enchantment |
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From | "Andrew Withy (DSL AK)" |
Date | Sun, 17 Jun 2001 15:32:44 +1200 |
Neding to have an E&E with you becomes even more essential with this ritual change - as if quickness, sleep, locate and the rest of the utility spells weren't enough. Otherwise, I liek this depowerment. -----Original Message----- From: Noel Livingston [mailto:arnauddemontfort@yahoo.com] Sent: Sunday, 17 June 2001 1:41 p.m. To: dq@dq.sf.org.nz Subject: [dq] Greater Enchantment Greater Enchantment Duration:Till next Beltane,Lugnsad,Samhain or Candemasa Experience:125 Base Chance 80 + 1 per rank Target:Group must include caster (max 1 + 1 per rank) Cast Time:1 hour Materials: 1 ounce of black myrrh(+1 per rank) Effects: The targets of this ritual must form a circle and smoke the black myrrh, they all gain +1, +1 per rank to all base chances,strike checks etc. The effects will only affect the group when together and will temporarily dissipate if they separate. At rank20 the E&E may separate from the group without the effects dissipating. OK Why ------ 1) Low level games, ive been on several with people with greaters recently (one had a R20) this is generally the richest / toughest member and they then get to dominate the group as they are the best at everything, great fun for one player, boring for all the others. 2) E&E's rarely need to rank this ritual apart from giving cheapies to the players in return for the money for a R11 one from the guild, this would make it very worthwile ranking 3) R20 still gives a good bonus and allows money grabbing to occur, it also allows the gm to power up a party using the friendly wizard thingie. 4) The level of the greater will generally match the level of the party, unless a very high level E&E goes slumming 5) The gm has control over the greaters in the group and can power up the party using a friendly R20 or an NPC E&E of lower rank can join the party, no flow on from previous adventures as ends when powers of light holiday occur. 6) Holds party together, if one person goes off on his own little private mission, fine but they loose the greater bonus, good to do things as a team Comments / Flames / Abuse GM's ? E&E's ? Low / Mid / High players ? This ritual is my pet hate. ===== cheers noel __________________________________________________ Do You Yahoo!? Spot the hottest trends in music, movies, and more. http://buzz.yahoo.com/ -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] Greater Enchantment |
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From | Stephen Martin |
Date | Sun, 17 Jun 2001 15:41:02 +1200 |
How about halving the monetary cost of the ritual if the E&E is part of the group affected. How close together do they have to be to get the bonus? All within a 50 foot diameter (+50 per rank) or none of them get the bonus? Cheers, Stephen. > -----Original Message----- > From: Andrew Withy (DSL AK) [SMTP:AndrewW@datacom.co.nz] > Sent: Sunday, 17 June 2001 15:33 > To: dq@dq.sf.org.nz > Subject: Re: [dq] Greater Enchantment > > Neding to have an E&E with you becomes even more essential with this > ritual > change - as if quickness, sleep, locate and the rest of the utility spells > weren't enough. Otherwise, I liek this depowerment. > > -----Original Message----- > From: Noel Livingston [mailto:arnauddemontfort@yahoo.com] > Sent: Sunday, 17 June 2001 1:41 p.m. > To: dq@dq.sf.org.nz > Subject: [dq] Greater Enchantment > > > Greater Enchantment > Duration:Till next Beltane,Lugnsad,Samhain or > Candemasa > Experience:125 > Base Chance 80 + 1 per rank > Target:Group must include caster (max 1 + 1 per rank) > Cast Time:1 hour > Materials: 1 ounce of black myrrh(+1 per rank) > Effects: The targets of this ritual must form a circle > and smoke the black myrrh, they all gain +1, +1 per > rank to all base chances,strike checks etc. The > effects will only affect the group when together and > will temporarily dissipate if they separate. At rank20 > the E&E may separate from the group without the > effects dissipating. > > OK Why > ------ > 1) Low level games, ive been on several with people > with greaters recently (one had a R20) this is > generally the richest / toughest member and they then > get to dominate the group as they are the best at > everything, great fun for one player, boring for all > the others. > 2) E&E's rarely need to rank this ritual apart from > giving cheapies to the players in return for the money > for a R11 one from the guild, this would make it very > worthwile ranking > 3) R20 still gives a good bonus and allows money > grabbing to occur, it also allows the gm to power up a > party using the friendly wizard thingie. > 4) The level of the greater will generally match the > level of the party, unless a very high level E&E goes > slumming > 5) The gm has control over the greaters in the group > and can power up the party using a friendly R20 or an > NPC E&E of lower rank can join the party, no flow on > from previous adventures as ends when powers of light > holiday occur. > 6) Holds party together, if one person goes off on his > own little private mission, fine but they loose the > greater bonus, good to do things as a team > > Comments / Flames / Abuse > GM's ? > E&E's ? > Low / Mid / High players ? > > This ritual is my pet hate. > > ===== > cheers noel > > __________________________________________________ > Do You Yahoo!? > Spot the hottest trends in music, movies, and more. > http://buzz.yahoo.com/ > > > -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | [dq-announce] Library Updates |
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From | Keith Smith |
Date | Sun, 17 Jun 2001 16:30:28 +1200 |
The library web pages have been updated with two sets of scribe notes from the last session and issue 33 of the Seagate Times. Keith. -- to unsubscribe notify mailto:dq-announce-request@dq.sf.org.nz -- |
Subject | Re: [dq] Greater Enchantment |
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From | scott whitaker |
Date | Sun, 17 Jun 2001 18:49:25 +1200 |
This change will make it impossible to get guild rank11 greaters as the caster maust stay with the group. Leave the ritual as it is. It has been butchered around several times. The urrent effects are a known quantity. If a change has to be made (which I don't agree with) then have it only affect strike chance or cast chanece ie 1 thing. This will depower it quite nicely Scott Whitaker Noel Livingston wrote: > Greater Enchantment > Duration:Till next Beltane,Lugnsad,Samhain or > Candemasa > Experience:125 > Base Chance 80 + 1 per rank > Target:Group must include caster (max 1 + 1 per rank) > Cast Time:1 hour > Materials: 1 ounce of black myrrh(+1 per rank) > Effects: The targets of this ritual must form a circle > and smoke the black myrrh, they all gain +1, +1 per > rank to all base chances,strike checks etc. The > effects will only affect the group when together and > will temporarily dissipate if they separate. At rank20 > the E&E may separate from the group without the > effects dissipating. > > OK Why > ------ > 1) Low level games, ive been on several with people > with greaters recently (one had a R20) this is > generally the richest / toughest member and they then > get to dominate the group as they are the best at > everything, great fun for one player, boring for all > the others. > 2) E&E's rarely need to rank this ritual apart from > giving cheapies to the players in return for the money > for a R11 one from the guild, this would make it very > worthwile ranking > 3) R20 still gives a good bonus and allows money > grabbing to occur, it also allows the gm to power up a > party using the friendly wizard thingie. > 4) The level of the greater will generally match the > level of the party, unless a very high level E&E goes > slumming > 5) The gm has control over the greaters in the group > and can power up the party using a friendly R20 or an > NPC E&E of lower rank can join the party, no flow on > from previous adventures as ends when powers of light > holiday occur. > 6) Holds party together, if one person goes off on his > own little private mission, fine but they loose the > greater bonus, good to do things as a team > > Comments / Flames / Abuse > GM's ? > E&E's ? > Low / Mid / High players ? > > This ritual is my pet hate. > > ===== > cheers noel > > __________________________________________________ > Do You Yahoo!? > Spot the hottest trends in music, movies, and more. > http://buzz.yahoo.com/ > > -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |