Subject | Re: [dq] Mind Stuff |
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From | AndrewW@datacom.co.nz |
Date | Wed, 26 Sep 2001 08:14:24 +1200 |
The "original intent" when I first heard Jim talking about it seemed to be that while you snuck it worked, so you could sneak in the open. Spell casting, missile fire, etc. doesn't seem that sneaky (exceptions like concealed casting, blowguns aside). Is a party "happy" to have spells arrive from nowhere, with no way of finding out where the enemy is (except esp or agony)? Andrew -----Original Message----- From: Dworkin [mailto:dworkin@ihug.co.nz] Sent: Sunday, 23 September 2001 11:11 a.m. To: dq@dq.sf.org.nz Subject: [dq] Mind Stuff Should undetectability work as it is now written? As it stands a character has no chance of detecting an undetectable opponent. Only if the opponent melee attacks or goes into close with them will the spell disipate. Thus they are free to cast spells or use missiles with impunity. This is well and good for the PCs as they currently have the Evil mind mage with the spell. But I pity the poor slobs who find this spell being used against them. I just forsee wailing and gnashing of teeth. How does the Sense Danger Talent work? As far as I can see it is still as ambiguous as ever. How does it work for characters without Spy/Thief/Ranger? William -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] Mind Stuff |
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From | flamis@ihug.co.nz |
Date | Wed, 26 Sep 2001 10:12:44 +1200 |
At 08:14 26/09/01 +1200, you wrote: >The "original intent" when I first heard Jim talking about it seemed to be >that while you snuck it worked, so you could sneak in the open. Spell >casting, missile fire, etc. doesn't seem that sneaky (exceptions like >concealed casting, blowguns aside). The spell has gone through several iterations both before and after Jim's concept was presented. I consider it more of a "somebody else's problem" field. A sufficiently alert observer, such as a guard, or an adventurer who has been hit from nowhere with mind magic, should IMHO get a once perception check to spot that there is someone there, but not the peasants. Back to the paperwork, methinks - but not as much. I intend to play it that way anyway, and I'm happy to have Tom play it that way with Starflower. >Is a party "happy" to have spells arrive from nowhere, with no way of >finding out where the enemy is (except esp or agony)? Obviously not. And ESP isn't that accurate. Of course, mind mages can still pummel characters from hiding with Mental Attack and Phantasm spells. Incidentally, don't forget that we have to edit "Sense Danger" to bring it into line with the new version of Ranger, replacing "detect ambush" with "detect hidden". Don't EVER try to ambush a party with a high-ranked ranger mind mage with high perception! Jacqui -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] Mind Stuff |
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From | AndrewW@datacom.co.nz |
Date | Wed, 26 Sep 2001 10:35:22 +1200 |
Hang on - there were three reasons for changing undetectability that I recall: 1) to remove the 1xPC because of the nightmare/paperwork in combat (where everyone is alert). 2) to stop it making people invulerable in combat 3) To get consistent rulings in play. You are suggesting breaking all these three reasons. Please reconsider, Jacqui. Please. Andrew -----Original Message----- From: Jacqui Smith [mailto:flamis@ihug.co.nz] Sent: Wednesday, 26 September 2001 10:13 a.m. To: dq@dq.sf.org.nz Subject: Re: [dq] Mind Stuff At 08:14 26/09/01 +1200, you wrote: >The "original intent" when I first heard Jim talking about it seemed to be >that while you snuck it worked, so you could sneak in the open. Spell >casting, missile fire, etc. doesn't seem that sneaky (exceptions like >concealed casting, blowguns aside). The spell has gone through several iterations both before and after Jim's concept was presented. I consider it more of a "somebody else's problem" field. A sufficiently alert observer, such as a guard, or an adventurer who has been hit from nowhere with mind magic, should IMHO get a once perception check to spot that there is someone there, but not the peasants. Back to the paperwork, methinks - but not as much. I intend to play it that way anyway, and I'm happy to have Tom play it that way with Starflower. >Is a party "happy" to have spells arrive from nowhere, with no way of >finding out where the enemy is (except esp or agony)? Obviously not. And ESP isn't that accurate. Of course, mind mages can still pummel characters from hiding with Mental Attack and Phantasm spells. Incidentally, don't forget that we have to edit "Sense Danger" to bring it into line with the new version of Ranger, replacing "detect ambush" with "detect hidden". Don't EVER try to ambush a party with a high-ranked ranger mind mage with high perception! Jacqui -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] Mind Stuff |
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From | stephenm@qed.co.nz |
Date | Wed, 26 Sep 2001 11:04:57 +1200 |
Hear hear!! On top of that the Spell was not re-written to make it tougher, it has no need to be tougher, if anything the opposite should apply. Don't interpret an ambiguous re-write to make it a tougher spell than it originally was. Stephen. -----Original Message----- From: Andrew Withy (DSL AK) [mailto:AndrewW@datacom.co.nz] Sent: Wednesday, 26 September 2001 10:35 a.m. To: dq@dq.sf.org.nz Subject: Re: [dq] Mind Stuff Hang on - there were three reasons for changing undetectability that I recall: 1) to remove the 1xPC because of the nightmare/paperwork in combat (where everyone is alert). 2) to stop it making people invulerable in combat 3) To get consistent rulings in play. You are suggesting breaking all these three reasons. Please reconsider, Jacqui. Please. Andrew -----Original Message----- From: Jacqui Smith [mailto:flamis@ihug.co.nz] Sent: Wednesday, 26 September 2001 10:13 a.m. To: dq@dq.sf.org.nz Subject: Re: [dq] Mind Stuff At 08:14 26/09/01 +1200, you wrote: >The "original intent" when I first heard Jim talking about it seemed to be >that while you snuck it worked, so you could sneak in the open. Spell >casting, missile fire, etc. doesn't seem that sneaky (exceptions like >concealed casting, blowguns aside). The spell has gone through several iterations both before and after Jim's concept was presented. I consider it more of a "somebody else's problem" field. A sufficiently alert observer, such as a guard, or an adventurer who has been hit from nowhere with mind magic, should IMHO get a once perception check to spot that there is someone there, but not the peasants. Back to the paperwork, methinks - but not as much. I intend to play it that way anyway, and I'm happy to have Tom play it that way with Starflower. >Is a party "happy" to have spells arrive from nowhere, with no way of >finding out where the enemy is (except esp or agony)? Obviously not. And ESP isn't that accurate. Of course, mind mages can still pummel characters from hiding with Mental Attack and Phantasm spells. Incidentally, don't forget that we have to edit "Sense Danger" to bring it into line with the new version of Ranger, replacing "detect ambush" with "detect hidden". Don't EVER try to ambush a party with a high-ranked ranger mind mage with high perception! Jacqui -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] Mind Stuff |
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From | Mark_Simpson@westpactrust.co.nz |
Date | Wed, 26 Sep 2001 11:44:45 +1200 |
Well actually Jacqui is correct. The new write up is not amibiguous. Unless you make a melee attack or are located with telepathy/esp/locate you cannot be detected. So you can sit there throwing mental attack and phantasms at an oppenent who has no chance whatsoever of detecting you. Now this may have been what was intended. Previously you could attack whilst undectable and remain so, but every opponent got that once perception check to see you (which was unwieldy). Now nobody can directly see you (indirect maybe) but you cannot make a melee attack without cancelling the spell. This leaves the possibility open of attacking an opponent whilst undetectable, with spells (or missile weapons?). If a fix is needed (which im not certain it is - but could be persuaded) then I must say I dont favour Jacqui's proposed one. I would suggest that if you throw a targeted spell at an entity, and they resist that spell, then they and they alone get see you from then on (as if they were one of the nominated exempt entities at casting). This will not require any dice rolls and hopefully minimal extra record keeping. /\/\ Stephen Martin <stephenm@qed.co.nz> on 26/09/2001 11:04:57 Please respond to dq@dq.sf.org.nz To: dq@dq.sf.org.nz cc: (bcc: Mark Simpson/WestpacTrust/NZ) Subject: Re: [dq] Mind Stuff Hear hear!! On top of that the Spell was not re-written to make it tougher, it has no need to be tougher, if anything the opposite should apply. Don't interpret an ambiguous re-write to make it a tougher spell than it originally was. Stephen. -----Original Message----- From: Andrew Withy (DSL AK) [mailto:AndrewW@datacom.co.nz] Sent: Wednesday, 26 September 2001 10:35 a.m. To: dq@dq.sf.org.nz Subject: Re: [dq] Mind Stuff Hang on - there were three reasons for changing undetectability that I recall: 1) to remove the 1xPC because of the nightmare/paperwork in combat (where everyone is alert). 2) to stop it making people invulerable in combat 3) To get consistent rulings in play. You are suggesting breaking all these three reasons. Please reconsider, Jacqui. Please. Andrew -----Original Message----- From: Jacqui Smith [mailto:flamis@ihug.co.nz] Sent: Wednesday, 26 September 2001 10:13 a.m. To: dq@dq.sf.org.nz Subject: Re: [dq] Mind Stuff At 08:14 26/09/01 +1200, you wrote: >The "original intent" when I first heard Jim talking about it seemed to be >that while you snuck it worked, so you could sneak in the open. Spell >casting, missile fire, etc. doesn't seem that sneaky (exceptions like >concealed casting, blowguns aside). The spell has gone through several iterations both before and after Jim's concept was presented. I consider it more of a "somebody else's problem" field. A sufficiently alert observer, such as a guard, or an adventurer who has been hit from nowhere with mind magic, should IMHO get a once perception check to spot that there is someone there, but not the peasants. Back to the paperwork, methinks - but not as much. I intend to play it that way anyway, and I'm happy to have Tom play it that way with Starflower. >Is a party "happy" to have spells arrive from nowhere, with no way of >finding out where the enemy is (except esp or agony)? Obviously not. And ESP isn't that accurate. Of course, mind mages can still pummel characters from hiding with Mental Attack and Phantasm spells. Incidentally, don't forget that we have to edit "Sense Danger" to bring it into line with the new version of Ranger, replacing "detect ambush" with "detect hidden". Don't EVER try to ambush a party with a high-ranked ranger mind mage with high perception! Jacqui -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- The contents of this e-mail are confidential. If you have received this communication by mistake, please advise the sender immediately and delete the message and any attachments. Westpac Banking Corporation is incorporated in New South Wales, Australia --------------------------------------------------------------------- The contents of this e-mail are confidential. If you have received this communication by mistake, please advise the sender immediately and delete the message and any attachments. The views expressed in this e-mail are not necessarily the views of Westpac Banking Corporation. Westpac Banking Corporation is incorporated in New South Wales, Australia. --------------------------------------------------------------------- -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] Mind Stuff |
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From | jimarona@ihug.co.nz |
Date | Wed, 26 Sep 2001 02:21:40 GMT |
When I first read the spell, my initial reaction was that this was a spell that would kill players, wholesale. I suggested a change that allowed players to make make Stealth checks, even when they were in the open, which, it seemed to me, did several things at once, without generating any more rules. 1. It provided for an opportunity to break the Undetectability, so that party's couldn't be slaughtered, at a whim. Instead of a huge number of PC checks, the DM simply rolled the Undetectable character's Stealth, modified by situation and Perception. Then, it was relatively easy to determine who could and couldn't see them. 2. It denied the Undetectable person the ability to conceal themselves while lambasting nine bells out of their opponents. DMs may rule differently on different occasions, but by and large, most of them are not going to allow you to remain Stealthed, after you have made an attack on someone. This does not break the duration of the spell, but it does break that continuous period of Stealth. 3. It rewarded the player who identified with their environment, and used it to their advantage. 4. Because the Stealth roll is not known to the player, it created an ambience of uncertainty. There is nothing quite like sneaking around not entirely sure whether your about to be sprung or not, to put you on the edge of your seat. 5. It provided an alternative means of concealment than Invisibility or Walking Unseen, both of which can be seen with Witchsight or Enhanced Vision. The downside with my version of the spell is that it might pressure Mind Mages to develop Stealth and Stealth based professions like Spy, Thief and/or Assassin. Or not. Personally, if I were a dedicated Mind Mage, and not interested in these skills, I would still learn the spell, because it might be useful to cast on another player. Anyway, I don't really care which way you want to do it, except that it should not provide a means of security for any player. It should always be fraught with peril to use this spell, because Witchsight doesn't get to see through it. In particular, I don't think that this spell should work that well with crowds, unless the Undetectable person is trying to blend into a crowd. If they are running hither and yon wearing 30 odd pounds of steely violence about themselves, it seems to me that they might arouse more than the slight interest of passers by. Particularly if the Undetectable person is running from duly appointed officers of the Law. > The "original intent" when I first heard Jim talking about it seemed to be > that while you snuck it worked, so you could sneak in the open. Spell > casting, missile fire, etc. doesn't seem that sneaky (exceptions like > concealed casting, blowguns aside). > > Is a party "happy" to have spells arrive from nowhere, with no way of > finding out where the enemy is (except esp or agony)? > > Andrew > -----Original Message----- > From: Dworkin [mailto:dworkin@ihug.co.nz] > Sent: Sunday, 23 September 2001 11:11 a.m. > To: dq@dq.sf.org.nz > Subject: [dq] Mind Stuff > > > Should undetectability work as it is now written? > > As it stands a character has no chance of detecting an undetectable > opponent. Only if the opponent melee attacks or goes into close with them > will the spell disipate. Thus they are free to cast spells or use missiles > with impunity. > > This is well and good for the PCs as they currently have the Evil mind mage > with the spell. But I pity the poor slobs who find this spell being used > against them. > > I just forsee wailing and gnashing of teeth. > > How does the Sense Danger Talent work? As far as I can see it is still as > ambiguous as ever. How does it work for characters without Spy/Thief/Ranger? > > William > > > -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- > -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] Mind Stuff |
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From | clare@cs.auckland.ac.nz |
Date | Wed, 26 Sep 2001 14:57:31 +1200 |
On Wednesday, September 26, 2001, at 02:21 PM, jimarona@ihug.co.nz wrote: > When I first read the spell, my initial reaction was that this was a > spell that > would kill players, wholesale. yep. It sure does look that way right now. I'm very happy the mind mage is on my side right now. > 2. It denied the Undetectable person the ability to conceal themselves > while > lambasting nine bells out of their opponents. DMs may rule differently > on > different occasions, but by and large, most of them are not going to > allow you > to remain Stealthed, after you have made an attack on someone. This > does not > break the duration of the spell, but it does break that continuous > period of > Stealth. So if you were undetectable, did something to "break stealth" and then later managed to go out of sight of those who had seen you, you could then have another go at sneaking past them using your undetectability. Although the situational modifiers might have got worse in the meantime. I like this, but I would also be happy with the stronger (but weaker than currently) version that goes something like this (please take into account the fact that I don't have a rule book here as I write this): "The target cannot be detected except by those nominated during the casting of this spell or by ESP, Telepathy or Locate (or similar). If the target makes an attack (ranged, melee, or close) or touches another entity or casts a spell or triggers an item or reads a scroll (or...?) they become visible until they can conceal themselves again by normal means, whereupon the undetectability takes effect once more." just throwing out ideas, take 'em or leave 'em. clare -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] Mind Stuff |
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From | AndrewW@datacom.co.nz |
Date | Wed, 26 Sep 2001 15:19:08 +1200 |
I prefer the "must be successfully stealthing" bit. This encourages an otherwise underutilised skill (useful in Low, but seldom in High), and puts a component of skill other than just a single spell. It also restricts the targets' actions appropriately, and vaguely enough (stealth is GM whim) so the GM can let them get away with stuff or not as they wish to develop their plot. tension, etc. It might mean that if you can kill someone with a garotte/dagger quietly, or sap them briskly, the spell may not come off, but more than likely, almost all violence is prevented. Andrew -----Original Message----- From: Clare West [mailto:clare@cs.auckland.ac.nz] Sent: Wednesday, 26 September 2001 2:58 p.m. To: dq@dq.sf.org.nz Subject: Re: [dq] Mind Stuff On Wednesday, September 26, 2001, at 02:21 PM, jimarona@ihug.co.nz wrote: > When I first read the spell, my initial reaction was that this was a > spell that > would kill players, wholesale. yep. It sure does look that way right now. I'm very happy the mind mage is on my side right now. > 2. It denied the Undetectable person the ability to conceal themselves > while > lambasting nine bells out of their opponents. DMs may rule differently > on > different occasions, but by and large, most of them are not going to > allow you > to remain Stealthed, after you have made an attack on someone. This > does not > break the duration of the spell, but it does break that continuous > period of > Stealth. So if you were undetectable, did something to "break stealth" and then later managed to go out of sight of those who had seen you, you could then have another go at sneaking past them using your undetectability. Although the situational modifiers might have got worse in the meantime. I like this, but I would also be happy with the stronger (but weaker than currently) version that goes something like this (please take into account the fact that I don't have a rule book here as I write this): "The target cannot be detected except by those nominated during the casting of this spell or by ESP, Telepathy or Locate (or similar). If the target makes an attack (ranged, melee, or close) or touches another entity or casts a spell or triggers an item or reads a scroll (or...?) they become visible until they can conceal themselves again by normal means, whereupon the undetectability takes effect once more." just throwing out ideas, take 'em or leave 'em. clare -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] Mind Stuff |
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From | jimarona@ihug.co.nz |
Date | Wed, 26 Sep 2001 03:32:34 GMT |
> > On Wednesday, September 26, 2001, at 02:21 PM, jimarona@ihug.co.nz > wrote: > > > When I first read the spell, my initial reaction was that this was a > > spell that > > would kill players, wholesale. > > yep. It sure does look that way right now. I'm very happy the mind mage > is on my side right now. > > > 2. It denied the Undetectable person the ability to conceal themselves > > while > > lambasting nine bells out of their opponents. DMs may rule differently > > on > > different occasions, but by and large, most of them are not going to > > allow you > > to remain Stealthed, after you have made an attack on someone. This > > does not > > break the duration of the spell, but it does break that continuous > > period of > > Stealth. > > So if you were undetectable, did something to "break stealth" and then > later managed to go out of sight of those who had seen you, you could > then have another go at sneaking past them using your undetectability. > Although the situational modifiers might have got worse in the meantime. Yes. I imagine that, in general, situations would get a lot worse. It's kind of hard to pull off non-chalant whistling as you saunter casually away, drenched in the blood of your victims. > I like this, but I would also be happy with the stronger (but weaker > than currently) version that goes something like this (please take into > account the fact that I don't have a rule book here as I write this): > > "The target cannot be detected except by those nominated during the > casting of this spell or by ESP, Telepathy or Locate (or similar). If > the target makes an attack (ranged, melee, or close) or touches another > entity or casts a spell or triggers an item or reads a scroll (or...?) > they become visible until they can conceal themselves again by normal > means, whereupon the undetectability takes effect once more." The problem I have with the phrase 'The target cannot be detected', is that it leads to an ambiguity, if you are talking about making this a spell where you have to make a Stealth check, because, then, you ARE detectable, without the aid of any special magic. The PC of potential observers may be high enough to penetrate whatever obfuscation you're trying to engineer. Actually, I don't see why the target has to be detectable 'by those nominated during the casting of this spell...'What's the point of this? I mean...what does this rule try to achieve, Clare? Are you trying to ease communications between players, or is this attempting to do something else? -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] Mind Stuff |
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From | ecavit@tranzrail.co.nz |
Date | Wed, 26 Sep 2001 16:40:37 +1200 |
> -----Original Message----- > From: jimarona@ihug.co.nz [mailto:jimarona@ihug.co.nz] > > The downside with my version of the spell is that it might > pressure Mind Mages > to develop Stealth and Stealth based professions like Spy, > Thief and/or > Assassin. > > Or not. > > Personally, if I were a dedicated Mind Mage, and not > interested in these > skills, I would still learn the spell, because it might be > useful to cast on > another player. > I think that under this change to the spell effects, it becomes a good spell to use to 'power up' those in the party is most able to make use of it. There are many spells in the game like this. Many mages with, for instance, Enhance Armour-type spells are lousy fighters. If the best stealther in the party is the Mind mage (because they are the sneaky Spy type), that is fine too. So I don't see this aspect as a downside. > Anyway, I don't really care which way you want to do it, > except that it should > not provide a means of security for any player. It should > always be fraught > with peril to use this spell, because Witchsight doesn't get > to see through it. > [different e-mail] >Actually, I don't see why the target has to be detectable 'by those nominated >during the casting of this spell...'What's the point of this? So (some of) the party can interact with each other, and all the player's DON'T have to do mental gymnastics about what they would do if they hadn't heard the person sitting on their left tell the GM where they were going. This type of thing is something that we all have to handle occasionally, but it is better to minimise the occasions when the party splits up into a collection of solo adventures. I'm fairly sure that the brief for the 'Mind College Clarification' exercise excluded the possibility of changing spell EMs. The scale of changes for Undetectability under discussion would warrant a review if implemented, IMO. Cheers Errol -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] Mind Stuff |
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From | jimarona@ihug.co.nz |
Date | Wed, 26 Sep 2001 05:17:24 GMT |
> >Actually, I don't see why the target has to be detectable 'by those > nominated > >during the casting of this spell...'What's the point of this? > > So (some of) the party can interact with each other, and all the player's > DON'T have to do mental gymnastics about what they would do if they hadn't > heard the person sitting on their left tell the GM where they were going. > This type of thing is something that we all have to handle occasionally, but > it is better to minimise the occasions when the party splits up into a > collection of solo adventures. It's definitely possible that that's what Clare meant. But, maybe it won't. I don't know. Personally, I don't see it as necessary, if it is considered a kind of Stealth assistor. If you speak directly to someone, I would have ruled that you are no longer sneaking around, and that the effect had ended for you. In any case, I would like to know what Clare's thoughts on the matter were. > > > I'm fairly sure that the brief for the 'Mind College Clarification' exercise > excluded the possibility of changing spell EMs. The scale of changes for > Undetectability under discussion would warrant a review if implemented, IMO. Quite possibly. <shrug> -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |