Subject | Re: [dq] Invulnerability spell needs to be fixed... again. |
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From | AndrewW@datacom.co.nz |
Date | Thu, 7 Feb 2002 08:14:54 +1300 |
The only collective definition of what a mind mage is, is our shared history - the campaign. We could quote books, movies or TV shows that the college may have come from, or which have neat powers we would like, but if we are going with a feeling on what mind mages should have, as opposed to other mages, we need to look at the campaign and at balance. (a) do mind mages, in the campaign's oral history, have concealment? (b) does this, with everything else, make them not work well as a component of a party? I think, yes to both, so I'd like to keep a concealment ability, but one that isn't as "wrong" as the last and current abilities. If this means changing EM, BC, etc., to get something that works, its still better than chucking it all away. Andrew -------------------------- Again, the question should be asked, do Mind Mages need a concealment spell? That should be the first order of business. If the general tenor is that they really shouldn't have one, then get rid of undetectability. It is no longer necessary. If the feeling is that Mind Mages should have a concealment spell, then, perhaps we should discuss what form that concealment should take. -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] Invulnerability spell needs to be fixed... again. |
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From | ecavit@tranzrail.co.nz |
Date | Thu, 7 Feb 2002 09:03:52 +1300 |
I asked Ian Wood (who has just gone back to Oz for a couple of weeks - NSW and Sth Qland this time) his feelings on this. He agrees absolutely that starting from scratch is the way to go. He feels Mind Mages should have a "concealment" spell. I won't attempt to articulate his suggestions, for fear of inadvertently mis-representing them. Cheers Errol > -----Original Message------------------------------------------ > From: Jim Arona [mailto:jimarona@ihug.co.nz] > > Again, the question should be asked, do Mind Mages need a > concealment spell? > That should be the first order of business. If the general > tenor is that > they really shouldn't have one, then get rid of > undetectability. It is no > longer necessary. > > If the feeling is that Mind Mages should have a concealment > spell, then, > perhaps we should discuss what form that concealment should take. > > > -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- > -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] Invulnerability spell needs to be fixed... again. |
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From | mandos@iconz.net |
Date | Thu, 7 Feb 2002 09:11:29 +1300 |
To look from another angle, can anyone provide a reason or rational why Mind mages should have a concealment spell. If there are enough reasons showing that it is in the flavour of the college to do so then we can work on the spell. If not we can ditch it. Mandos /s -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] Invulnerability spell needs to be fixed... again. |
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From | jimarona@ihug.co.nz |
Date | Thu, 7 Feb 2002 09:50:06 +1300 |
That is what we're doing now. I'm quoting Andrew Withy: 'The only collective definition of what a mind mage is, is our shared history - the campaign. We could quote books, movies or TV shows that the college may have come from, or which have neat powers we would like, but if we are going with a feeling on what mind mages should have, as opposed to other mages, we need to look at the campaign and at balance.' Perhaps I've missed your point. Why is it addressing the issue to look at it from another point of view to consider: 1. Whether or not mind mages make sense from within the framework of the game, i.e. whether or not mind mages can be readily rationalised to have concealment, or whether such a rationalisation might be too great a stretch. 2. Assuming that they HAVE a concealment function, does it cause any difficulty with the implementation of the game at an administrative level (how much work is involved in bookkeeping, etc), or at a balance level (how much impact the spell might have on the sensible functioning of people within the 'world'). Against that, does the concealment function provide something that is useful enough that it might outweigh any other negative properties. If on the other hand, your suggestion is something like 'Why don't we just sit around and come up with a really, really neat rationalisation for what kind of concealment a mind mage might be able to do', well, then, I'm afraid I'm completely uninterested. The reasons are relatively simple. Anyone with half a brain and a morning to kill can come up with 10 rationalisations why a mind mage can use some kind of concealment magic. Some of these may well be fascinating, but who cares? Once each of these rationalisations are presented, then the whole business becomes one of wading through screeds of suggestions. There will be endless disagreement about which is the best rationalisation, and eventually in frustration, Undetectability will be accepted as the best concealment spell for a mind mage to have. After all, they've had it for years, now. The argument will move from whether or not concealment is necessary for mind mages, to which particular form of concealment is necessary for mind mages, and as a result of an embarrasment of richesse, the body of public opinion will fall behind the 'trusted and true' method, forgetting that the initial question hasn't been answered. ----- Original Message ----- From: "Mandos Mitchinson" <mandos@iconz.net> To: <dq@dq.sf.org.nz> Sent: Thursday, February 07, 2002 9:11 AM Subject: Re: [dq] Invulnerability spell needs to be fixed... again. > > To look from another angle, can anyone provide a reason or rational why Mind > mages should have a concealment spell. > > If there are enough reasons showing that it is in the flavour of the college > to do so then we can work on the spell. If not we can ditch it. > > Mandos > /s > > > -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- > -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] Invulnerability spell needs to be fixed... again. |
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From | Mark_Simpson@westpactrust.co.nz |
Date | Thu, 7 Feb 2002 09:45:55 +1300 |
Do mind mages absolutely need a concealment spell? Of course not , no college "must" have a particular spell. You can use that spurious justification to remove any spell from any college. But surely that is not the point. The old undetectability (the "perception check" version) operated for many years. It was changed recently not because the old version was "over-powered" but simply because it was at times difficult to administer (book keeping wise). Nevertheless the fact remains that there are numerous mind mages out there amoungst the playership who have been ranking/using this spell on a regular basis for many years. To some of them it is a spell they use more than most others, and one around which the character has been moulded. To remove the spell is to cut out part of those characters. Is this in any way fair to those players? Will that inspire confidence in the Gods and continued participation in the campaign? It would be all very well to raise these issues if we were designing a new game or a new college from scratch, but we are not. We are trying to modify a game/college that is already in use and has been for some considerable time. There are other isues we need to take account of. I would suggest, until the point that someone come up with a totally new version of the spell that everyone is happy with, that we make a few simple tweaks to the existing published write-up, which I (and it seems most other) agree has been inadvertantly overpowered in the new write-up. These would be that casting a spell or taking any form of offensive action causes the spell to cease. --------------------------------------------------------------------- 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] Invulnerability spell needs to be fixed... again. |
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From | salient@kcbbs.gen.nz |
Date | Thu, 07 Feb 2002 09:59:54 +1300 |
>Again, the question should be asked, do Mind Mages need a concealment spell? Yes I think so. I was thinking about the concealment spells of the whole game, and they are in E&E (x2), Illusions, Earth, Celestial and Wicca as well as Mind. I think it is more apporiate for Mind mages to have concealment spells than Earth, or celestial. My idea of mind mages is that they affect what other people think of the target, so that having the spell, as written, not be able to be deteceted via physical (cf mind) senses jarrs for me. I think it would be more appropriate to have the observer not notice the target, that is, "to make them unnoticed, not invisible", to whit, walking unseen. So I suggest, replace Undetectabily with Walking Unseen. (Yes I know one is not meant to use justification to work a way to the working of the rule, but I still like the DQ world to have some consitency of realism, so that's how I do it.) Regards, Sally -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] Invulnerability spell needs to be fixed... again. |
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From | mandos@iconz.net |
Date | Thu, 7 Feb 2002 10:02:49 +1300 |
Jim:Perhaps I've missed your point. Why is it addressing the issue to look at it from another point of view to consider: Simply that at the moment the discussion is centered on why it is broken and what we should do about it. I would like to concentrate on the 'should we keep it' angle. To that end I have heard very few reasonable reasons that the spell should exist other than the 'it has always been there' one. If there is a GOOD reason to keep the spell I would like to hear it and if there isn't one then I feel we should save time and effort and remove the spell entirely. Mandos /s -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] Invulnerability spell needs to be fixed... again. |
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From | jimarona@ihug.co.nz |
Date | Thu, 7 Feb 2002 10:29:57 +1300 |
----- Original Message ----- From: "Mark Simpson" <Mark_Simpson@westpactrust.co.nz> To: <dq@dq.sf.org.nz> Sent: Thursday, February 07, 2002 9:45 AM Subject: Re: [dq] Invulnerability spell needs to be fixed... again. > > > > Do mind mages absolutely need a concealment spell? Of course not , no > college "must" have a particular spell. You can use that spurious > justification to remove any spell from any college. It's not a spurious reason. It's just a step in the procedure. And, it's worth considering. Simply assuming that mind mages MUST have a concealment spell means that the basic premise hasn't been investigated. But surely that is not > the point. The old undetectability (the "perception check" version) > operated for many years. It was changed recently not because the old > version was "over-powered" but simply because it was at times difficult to > administer (book keeping wise). That was one of the reasons, yes. It wasn't the only one. The others were: DMs were fudging die rolls and making the spell completely ineffective in their games. To make the spell more likely to be applied as written, it was changed to be DM friendly. The effect, once the PC rolls had been made, made a character very unbalanced. There was no way of penetrating the spell, meaning that it was something of a simple answer to a certain kind of problem. Nevertheless the fact remains that there > are numerous mind mages out there amoungst the playership who have been > ranking/using this spell on a regular basis for many years. To some of them > it is a spell they use more than most others, and one around which the > character has been moulded. To remove the spell is to cut out part of those > characters. Is this in any way fair to those players? If it produces a better game, yes, of course it is a fair way to treat players. What a stupid question. Will that inspire > confidence in the Gods and continued participation in the campaign? Who knows what vagaries of spin will affect the minds of ANY group of people? Is your contention simply to do nothing when something is found to be a problem? Wouldn't that be JUST as likely to threaten the players' confidence in Gods and continued participation in the campaign? Or, are you advocating that all of the rules should have fallen perfectly formed, without need for revision, at the very dawn of role playing? > It would be all very well to raise these issues if we were designing a new > game or a new college from scratch, but we are not. We are trying to modify > a game/college that is already in use and has been for some considerable > time. There are other isues we need to take account of. What other issue? That, once something has been touched by a player, it is no longer subject to variation? Why is that the case? To make the history of players as inviolate as the real world? This is a game. That's all. There is no particular sacrosanctness of 'player history'. If what you were saying made any real sense, then Dungeons and Dragons would never have developed into Advanced Dungeons and Dragons, then Advanced Dungeons and Dragons II and now to Dungeons and Dragons (2000). The world CHANGES. The game world changes, the players change, and the RULES change. It's a fact of life. You can cling to what has been accepted in the past, but it's a simple waste of time. However much you resist change, you are inevitably changed. Embrace it or resent it. > I would suggest, until the point that someone come up with a totally new > version of the spell that everyone is happy with, that we make a few simple > tweaks to the existing published write-up, which I (and it seems most > other) agree has been inadvertantly overpowered in the new write-up. Which 'most others' are you talking about. The people who are doing the talking are saying that we need to consider whether or not mind mages should have a concealment spell. I bet there's no evidence you can offer to support your contention. As far as tweaking is concerned, that usually doesn't solve much, in a rule as broken as undetectability. I say this, because, historically, tweaking HASN'T solved much. That's why Steven Martin raised the point in the initial thread. And, it's not as if Steve is the first person since the lastest emendation to express dissatisfaction. He is simply the latest. An attendant problem of tweaking is that it takes a long time to solve problems. The tweaks get mistaken for solutions, even when they aren't, and they are accepted until DMs start fudging against the spell, again. Ultimately, we are no further ahead, and players feel unhappy because the experience points they spend on advancement in this area are rendered valueless. You could choose to rail against DM behaviour, if you like. It will get you just as far as railing against greed, or laziness or apathy. These > would be that casting a spell or taking any form of offensive action causes > the spell to cease. It's certainly one method of controlling the spell. As yet, other people have suggestions to offer that may be less draconian. Or more, I suppose. But, then, if mind mages don't have a concealment spell at all, it may not be necessary. -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] Invulnerability spell needs to be fixed... again. |
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From | michael.woodhams@peace.com |
Date | Thu, 07 Feb 2002 10:29:49 +1300 |
Mandos Mitchinson wrote: > I would like to concentrate on the 'should we > keep it' angle. To that end I have heard very few reasonable reasons that > the spell should exist other than the 'it has always been there' one. > > If there is a GOOD reason to keep the spell I would like to hear it I submit that this IS a good reason to keep the ability. Not an ironbound, guaranteed unsinkable reason, but a good one. Mark's post summed this up pretty well. Given one good reason to keep the ability, are there good reasons to loose it? * Misfit with college concept? No, it isn't like we're discussing mind mages turning themselves into tentacled acid-exuding monsters. Either the existence or non-existence of concealment fits a mind mage college. * Current spell broken - This has a little substance, but not much. There are available fixes that, while not perfect, can be very quickly put in place. (Just to stir things up a bit, here's another possible fix: mass walking unseen. Like walking unseen, except multiple targets who can see each other and touch each other without cancelling the spell.) Michael -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] Invulnerability spell needs to be fixed... again. |
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From | jimarona@ihug.co.nz |
Date | Thu, 7 Feb 2002 10:33:14 +1300 |
That's what people are doing now. They are working out whether or not they think mind mages should keep the concealment spell. I mean, I think that's the whole reason for this current thread. Does it sound as if I'm asking something different to that? ----- Original Message ----- From: "Mandos Mitchinson" <mandos@iconz.net> To: <dq@dq.sf.org.nz> Sent: Thursday, February 07, 2002 10:02 AM Subject: Re: [dq] Invulnerability spell needs to be fixed... again. > > Jim:Perhaps I've missed your point. Why is it addressing the issue to look > at it > from another point of view to consider: > > Simply that at the moment the discussion is centered on why it is broken and > what we should do about it. I would like to concentrate on the 'should we > keep it' angle. To that end I have heard very few reasonable reasons that > the spell should exist other than the 'it has always been there' one. > > If there is a GOOD reason to keep the spell I would like to hear it and if > there isn't one then I feel we should save time and effort and remove the > spell entirely. > > Mandos > /s > > > -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- > -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] Invulnerability spell needs to be fixed... again. |
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From | m.parkinson@auckland.ac.nz |
Date | Thu, 7 Feb 2002 10:42:45 +1300 |
Mandos asked: > >Again, the question should be asked, do Mind Mages need a concealment spell? > One *good* argument for them to have it, is that it has always been a noticeable element of the college and has impacted much on the game in the past, often crucially. I would prefer a "tweak" that still left them with some sort of concealment spell. Of course this argument is not absolute or irrefutable. If *nothing* works, even one of the other "not-seeing-you" spells from the other colleges, then by all means wipe Mind-mage concealment -- but, if you're consistent, you may have collaterally ruled it to be inappropriate in other colleges as well. However, as Sally cogently points out (below) "Walking Unseen," or something similar, is both appropriate & playable; and finally the college has a cheap spell. > Yes I think so. > I was thinking about the concealment spells of the whole game, and they are > in E&E (x2), Illusions, Earth, Celestial and Wicca as well as Mind. > I think it is more appropriate for Mind mages to have concealment spells than > Earth, or celestial. > > My idea of mind mages is that they affect what other people think of the > target, so that having the spell, as written, not be able to be detected > via physical (cf mind) senses jars for me. > > I think it would be more appropriate to have the observer not notice the > target, that is, "to make them unnoticed, not invisible", to whit, walking > unseen. > > So I suggest, replace Undetectabily with Walking Unseen. But the big design concept is what *sort* of concealment spell do we want the mind-mages to have -- including any restrictions on the behaviour of the target and the environment they're interacting with. You should not blame legislators or architects for producing something inappropriate, if you didn't tell them in the first place what you wanted. Personally I would prefer something a bit stronger that Walking Unseen (although that may just be habit on my part); and I'm not keen on it being *automatically* defeated by any old bimbo with an innate or cheap talent. An aside: I've always justified the old spell, to myself, that Mind-mage spell worked by preventing the "perception" or sight-rays from an observer's eyes striking the target -- perhaps Perception-flux is somehow related to how the mind, or mind-college, works. Hence that is why you roll against the PC stat. If the PC-ray gets through (another of those "binary effect" magics) you see the target, same as you see anything else. If it fails, of course you can't see the target. Clearly, the observer has no sensory feedback as to whether the PC-rays punch through the invisibility or not; and your other inabilities to sense the target are derived from the primacy of sight as a sense [and confusion in the mind of DQ editors]. regards, Michael -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | [dq] Invulnerability spell needs to be fixed... again. |
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From | jimarona@ihug.co.nz |
Date | Thu, 7 Feb 2002 11:38:19 +1300 |
----- Original Message ----- From: "Jim Arona" <jimarona@ihug.co.nz> To: <michael.woodhams@peace.com> Sent: Thursday, February 07, 2002 10:42 AM Subject: Re: [dq] Invulnerability spell needs to be fixed... again. > > I submit that this IS a good reason to keep the ability. > > Huh? > > > > > Given one good reason to keep the ability, are there good reasons to loose > it? > > What are the good reasons for keeping the spell? > > > * Misfit with college concept? No, it isn't like we're discussing mind > mages > > turning themselves into tentacled acid-exuding monsters. Either the > existence > > or non-existence of concealment fits a mind mage college. > > As far as I can see, that simply means that there's no strong reason to have > concealment in a Mind Magic spell list. Neither is there any compelling > reason to remove it. But, it certainly doesn't, in and of itself, encourage > me to believe that it's a good reason to have it. > > > > * Current spell broken - This has a little substance, but not much. There > are > > available fixes that, while not perfect, can be very quickly put in place. > > Does ANYONE seriously believe that Undetectability is NOT broken? I find > this VERY hard to believe. > > While 'tweaks' can be put very quickly in place, they often cause as many > problems as they solve. Most commonly, they simply fail to solve the issue, > as players find ways around the 'tweak'. > > > > (Just to stir things up a bit, here's another possible fix: mass walking > > unseen. Like walking unseen, except multiple targets who can see each > other and > > touch each other without cancelling the spell.) > > Has actually been suggested, and was not considered a good idea. I don't > know why. I always thought it was perfectly fine, myself. > > Just to make the point, this is NOT a tweak, it's a complete rewrite of the > spell. Not that I mind. > -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] Invulnerability spell needs to be fixed... again. |
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From | martin.dickson@peace.com |
Date | Thu, 07 Feb 2002 11:45:52 +1300 |
Sally Jackson wrote: > >Again, the question should be asked, do Mind Mages need a concealment spell? > > I think it is more apporiate for Mind mages to have concealment spells than > Earth, or celestial. As Jim said, part of the process is deciding if a College can be "readily rationalized" to have a type of spell, without going too far down the path of working out how any and all types of magic would fit by conceiving clever rationales... but the basic fit is still a form of rationalization, deciding which Elements, memes and "flavours" are consistent with types of magic. So.. conceding that your opinions may differ... where does the concealment "type" of magic fit? The "element" of Darkness conceals by its nature, and concealment magics seem (IMO) to reasonably reside there. We have some issue here in the Celestial college encompasses both Dark and Light... and Light is really not going to pass any basic reasonableness test for concealment magics. :-) The element of Earth doesn't seem to me to have any particular affinity for concealment -- other than by burying things -- but the Earth college is also associated with animals and camouflage is a fairly common trait... so perhaps. Outside of elements, with Witches and Wizards the test seems more one of tradition and genre. Both turn invisible in stories and pass by without being seen, sometimes through the use of magical items, sometime through their own powers. Mind Mages are a sub-flavour of Wizard focused on mentalist abilities. Is there a tradition of mentalist type mages who read minds and speak from mind to mind and the like? Do they often (sometimes?) have the ability to pass unseen? If they do, then "how" does this work? Do they cloud observers minds? Or turn to mist like Vampires?? Can someone offer examples of mentalist concealment in the fantasy genre outside of DQ's own history? Cheers, Martin -- _/_/ Peace Software International Email: martin.dickson@peace.com _/ Martin Dickson Phone: +64-9-373-0400 Senior Analyst Fax : +64-9-373-0401 -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] Invulnerability spell needs to be fixed... again. |
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From | jimarona@ihug.co.nz |
Date | Thu, 7 Feb 2002 13:21:50 +1300 |
----- Original Message ----- From: "Martin Dickson" <martin.dickson@peace.com> To: <dq@dq.sf.org.nz> Sent: Thursday, February 07, 2002 11:45 AM Subject: Re: [dq] Invulnerability spell needs to be fixed... again. > Mind Mages are a sub-flavour of Wizard focused on mentalist abilities. Is there > a tradition of mentalist type mages who read minds and speak from mind to mind > and the like? Personally, I'd have said that they were elementalists, the element being 'Mind crap', but that is simply splitting hairs. I certainly understand what you mean, Martin. Do they often (sometimes?) have the ability to pass unseen? If > they do, then "how" does this work? Do they cloud observers minds? Or turn to > mist like Vampires?? > > Can someone offer examples of mentalist concealment in the fantasy genre outside > of DQ's own history? > D&D in it's various forms has Psionic invisibility, which defeats Detect Invis, but is, in turn, defeated by things that defeat having your mind fiddled with telepathically, like Mind Bland, Mind Bar, and the like. In addition, it sucks Inner Strength Points out of you like nothing on God's green earth. I can't remember the numbers, but when you go Psi Invis, you affect a number of people who would be able to see you, (whether or not you are directly aware of them). Each person that you affect costs a certain number of ISP. The experience has been that the psionic manages to get into the nest of darkness that you're trying to cleanse of evil, only to find that they're almost or completely drained of ISPs, and facing a nasty walk out without the benefit of almost all of their psionic abilities. In addition, it fails once an attack of any kind has been made. Palladium Mind Mages have a level III spell called Turn Invisible, which is your basic manipulation of light, to make the Mind Mage unseeable. Nothing special there. GURPS, although not specifically in the fantasy genre, does have psionics, and none of the psi abilities specifically offers concealment. (Although, mindwiping is explicitly stated, and depending on the DM, you might be able to argue that Telesend could provide you with a kind of invisibility). In the magic section, Invisibility is a form of Light magic, involving bending light, again. In the section of magic that they call mental, then there are two different ways you might do it. Daze is a spell that attacks a target making them 'simply not noice what is going on around them, or remember it later. A 'dazed' guard will stand quietly while a thief walks past. Any physical injury, or successful resistance causes the target to snap out of the daz and return to full, alert status.' The other way is an area of effect spell called Avoid, which: 'Makes the subject area unnattractive to all creatures except the caster. Gazes will be averted, and approaching character will feel an intense unease, an urge to be somewhere else.' It goes on to say: 'This is a suble spell. The victims (read players) should not be told "You can't look in that closet", but just "you see nothing". The spell made them THINK they had checked the closet, or made each searcher thing that another one had checked it... and so on.' These spells are interactive in nature, and provide targets with an opportunity to resist their workings, which, when you consider the way they work, sounds pretty reasonable. The spell is getting pretty down and dirty in someone's mental innards. In EarthDawn, then there isn't any Invisibility at all. The closest talent would be 'Silent Walk', which is something that Thieves and Scouts get. It's a magical kind of Stealth. A thief or scout can use this skill in open view of observers (although with some serious penalties) and slither off to best pursue their designs. Liberators have a kind of magic that lets them hide. The better this magical skill of hiding, the smaller the thing that they can hide under. In the discipline description, they talk about Liberators who have such advanced skill in it that they hide beneath specially trained cockroaches. In the Illusionist discipline, the spell that comes closest to invisibility is 'Nobody Here'. The Illusionist targets a particular volume. The spell creates an illusionary blanket of about 3 metres on a side. Inside that volume, a number of named people equal to the Illusionist's rank can be hidden. Once inside the area, these people can't be seen. If the people leave the volume, they become visible. To move and remain hidden, the Illusionist must cast the spell again into a new and presumably adjoining volume. The spell can be penetrated by anyone, as in, it doesn't require any special magical ability to see through it. It is a hard roll to make, however. BUT, the difference is that if one observer sees through the illusion, and communicates it to other observers, then they get to see through it as well. In addition, the spell has a duration. Not only does the illusion wear off in a few minutes, but every observer who has been affected by the 'Nobody Hear' spell will 'remember' whoever was in the volume. In other words, the spell lasts ten minutes, and you use it to sneak past a guard at the front gate. It works and you are well inside the complex. Ten minutes later, the guard 'remembers' someone sneaking past them, and sounds the alarm, and tells everyone that there is another bloody Illusionist inside. This, by the way, is my favourite form of invisibility as a spell. -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] Invulnerability spell needs to be fixed... again. |
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From | flamis@ihug.co.nz |
Date | Thu, 07 Feb 2002 13:40:57 +1300 |
At 09:59 7/02/02 +1300, you wrote: >My idea of mind mages is that they affect what other people think of the >target, so that having the spell, as written, not be able to be deteceted >via physical (cf mind) senses jarrs for me. > >I think it would be more appropriate to have the observer not notice the >target, that is, "to make them unnoticed, not invisible", to whit, walking >unseen. > >So I suggest, replace Undetectabily with Walking Unseen. This suggestion raises the objection that Witchsight allows an entity to see an Unseen character. Witchsight is a sensory enhancement, but Mind Mages generally affect the mind directly, and not through the senses - else they would be Illusionists. Actually I have problems with the preponderance of Walking Unseen spells across Colleges which surely have different mechanisms for achieving the effect - perhaps Earth Mages should have a "Camouflage" spell, Celestials "Walking in Shadows" and so on. While it may be said that nomenclature is irrelevant, the name of a spell is a major clue. I'm currently toying with the idea that a indetectable entity may be sensed indirectly - using wizard's eye, crystals etc. or perhaps even using a mirror. Would that be enough? Does that work with the idea that indetectability affects the mind - a "you-WILL-not-see-me" as opposed to "you-can't-see-me" effect of other spells? Jacqui -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] Invulnerability spell needs to be fixed... again. |
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From | stephenm@qed.co.nz |
Date | Thu, 7 Feb 2002 13:51:42 +1300 |
Unwillingly getting dragged into the details... If the spell alters the minds of everyone around the target so that they don't/won't see the target then passive resistance by all observers seems appropriate. Woohoo more dice rolls! You also make the assumption that Witchsight is a spell/talent that enhances your sense of sight, why isn't it a spell that reveals concealment? Both of these are good reasons to go back to basics - Do we want the spell? What do we want it to do? What is its downside/counter? Then rationalise the effects into the theme of the college. -----Original Message----- From: Jacqui Smith [mailto:flamis@ihug.co.nz] Sent: Thursday, 7 February 2002 1:41 p.m. At 09:59 7/02/02 +1300, you wrote: >So I suggest, replace Undetectabily with Walking Unseen. This suggestion raises the objection that Witchsight allows an entity to see an Unseen character. Witchsight is a sensory enhancement, but Mind Mages generally affect the mind directly, and not through the senses - else they would be Illusionists. -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] Invulnerability spell needs to be fixed... again. |
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From | jimarona@ihug.co.nz |
Date | Thu, 7 Feb 2002 14:00:38 +1300 |
Sally Jackson wrote: > >I think it would be more appropriate to have the observer not notice the > >target, that is, "to make them unnoticed, not invisible", to whit, walking > >unseen. > > > >So I suggest, replace Undetectabily with Walking Unseen. Jacqui Smith wrote: > This suggestion raises the objection that Witchsight allows an entity to > see an Unseen character. Witchsight is a sensory enhancement, but Mind > Mages generally affect the mind directly, and not through the senses - else > they would be Illusionists. The definition of the way that Walking Unseen works is to "make them unnoticed, not invisible". That would seem to be a mental effect, I would have said. For some reason, Witchsight and Enhanced Vision allows someone to penetrate the deception. I don't know why, but I dare say I could come up with a rationalisation or ten give sufficient time. > > Actually I have problems with the preponderance of Walking Unseen spells > across Colleges which surely have different mechanisms for achieving the > effect - perhaps Earth Mages should have a "Camouflage" spell, Celestials > "Walking in Shadows" and so on. While it may be said that nomenclature is > irrelevant, the name of a spell is a major clue. It may be that there are too many spells that are identical in nature across the colleges, but it is a different kind of discussion. And, anyway, somehow I think that the damage that Undetectability offers the game is greatly outweighed by any damage that might be caused by extending Walking Unseen to yet another college. > > I'm currently toying with the idea that a indetectable entity may be sensed > indirectly - using wizard's eye, crystals etc. or perhaps even using a > mirror. Would that be enough? Does that work with the idea that > indetectability affects the mind - a "you-WILL-not-see-me" as opposed to > "you-can't-see-me" effect of other spells? Who knows whether it is enough. Some people are still thinking about whether or not a concealment spell is reasonable for Mind Mages. As for whether or not it works with indetectability affecting the mind in the way you suggest, well, who knows again... At the root of it, this particular line of rationalisation indicates a spell effect that would allow an observer a magic resistance roll. -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] Invulnerability spell needs to be fixed... again. |
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From | ecavit@tranzrail.co.nz |
Date | Thu, 7 Feb 2002 14:02:30 +1300 |
> -----Original Message----- > From: Jim Arona [mailto:jimarona@ihug.co.nz] <snip useful comparisons with other systems from Jim> > > GURPS, although not specifically in the fantasy genre, does > have psionics, > and none of the psi abilities specifically offers > concealment. Agreed (Although, > mindwiping is explicitly stated, and depending on the DM, you > might be able > to argue that Telesend could provide you with a kind of invisibility). > The psionic Illusion ability (think that is the right one, it has been a few months since I played it) lets you convey any sensation to a target whose mind you have already entered - from falling into Jupiter to total sensory depravation. So you can get into the giant spider's mind, and tell them to see/feel/etc what they expect to on the path back to their lair - ignoring the party that they walk past. Roll once per minute to maintain the illusion, and roll again and concentrate to make significant changes to the illusion IIRC. The main defence was keeping someone out of your mind in the first place. Very powerful against a small number of targets, providing your chance of successful rolls is very good. Cheers Errol -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] Invulnerability spell needs to be fixed... again. |
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From | m.parkinson@auckland.ac.nz |
Date | Thu, 7 Feb 2002 14:28:38 +1300 |
> >So I suggest, replace Undetectabily with Walking Unseen. > > This suggestion raises the objection that Witchsight allows an entity to > see an Unseen character. Witchsight is a sensory enhancement, but Mind > Mages generally affect the mind directly, and not through the senses - else > they would be Illusionists. You're leaping to a conclusion there not sustained by the mechanics; although I agree most mind-mages Affect [i.e., counterfeit having] a mind. Firstly if mind mages Effect the mind directly, why do the effected minds not get a MR vs Mind magics. Secondly -- although again I agree, the *old* version of the spell had a PC-roll allowing the inference that the DQ writers, in their folly, thought the mind-college spell effected, or was defeated by, the senses. It is quite possible for us to concede that perhaps several spells act in the same way, although they are of different colleges. > Actually I have problems with the preponderance of Walking Unseen spells > across Colleges which surely have different mechanisms for achieving the > effect - perhaps Earth Mages should have a "Camouflage" spell, Celestials > "Walking in Shadows" and so on. While it may be said that nomenclature is > irrelevant, the name of a spell is a major clue. I concur. Different college, different name! (even if the effect is practically identical). Hopefully any "common" spell will also have slight distinctions [in BC, range, etc] for each college. I *am* keen on the possibility of Martin's "magical pass action" Definite potential there for a high-grade not-being-noticed effect that prevents the undetectable target from being perceived by all, yet restricting the targets choice of actions and mobility. Could I plea again for open suggestions as to what we want in terms of effect & playability and then, when/if we know what we really want, we construct/tweak a spell that fits the requirements -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] Invulnerability spell needs to be fixed... again. |
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From | jimarona@ihug.co.nz |
Date | Thu, 7 Feb 2002 14:42:50 +1300 |
Um...So, you think that Mind Mages SHOULD have a concealment spell? ----- Original Message ----- From: "Michael Parkinson" <m.parkinson@auckland.ac.nz> To: <dq@dq.sf.org.nz> Sent: Thursday, February 07, 2002 2:28 PM Subject: Re: [dq] Invulnerability spell needs to be fixed... again. > > > >So I suggest, replace Undetectabily with Walking Unseen. > > > > This suggestion raises the objection that Witchsight allows an entity to > > see an Unseen character. Witchsight is a sensory enhancement, but Mind > > Mages generally affect the mind directly, and not through the senses - else > > they would be Illusionists. > > You're leaping to a conclusion there not sustained by the mechanics; although I agree most > mind-mages Affect [i.e., counterfeit having] a mind. Firstly if mind mages Effect the mind > directly, why do the effected minds not get a MR vs Mind magics. > > Secondly -- although again I agree, the *old* version of the spell had a PC-roll allowing the > inference that the DQ writers, in their folly, thought the mind-college spell effected, or was > defeated by, the senses. It is quite possible for us to concede that perhaps several spells act in > the same way, although they are of different colleges. > > > Actually I have problems with the preponderance of Walking Unseen spells > > across Colleges which surely have different mechanisms for achieving the > > effect - perhaps Earth Mages should have a "Camouflage" spell, Celestials > > "Walking in Shadows" and so on. While it may be said that nomenclature is > > irrelevant, the name of a spell is a major clue. > > I concur. Different college, different name! (even if the effect is practically identical). > Hopefully any "common" spell will also have slight distinctions [in BC, range, etc] for each > college. > > I *am* keen on the possibility of Martin's "magical pass action" Definite potential there for a > high-grade not-being-noticed effect that prevents the undetectable target from being perceived by > all, yet restricting the targets choice of actions and mobility. > > Could I plea again for open suggestions as to what we want in terms of effect & playability and > then, when/if we know what we really want, we construct/tweak a spell that fits the requirements > > > -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- > -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] Invulnerability spell needs to be fixed... again. |
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From | m.parkinson@auckland.ac.nz |
Date | Thu, 7 Feb 2002 14:48:39 +1300 |
> Um...So, you think that Mind Mages SHOULD have a concealment spell? Yes for the strong (but not irrefutable) reasons in previous mailings. -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] Invulnerability spell needs to be fixed... again. |
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From | martin.dickson@peace.com |
Date | Thu, 07 Feb 2002 15:04:19 +1300 |
Michael Parkinson wrote: > ...the *old* version of the spell had a PC-roll allowing the > inference that the DQ writers, in their folly, thought the mind-college spell effected, or was > defeated by, the senses. Perception as a stat seems (seemed? DQ2) to have more than just a meaning of keen senses. It was also a measure of experience and possibly world knowledge. Perhaps the inference was that more experienced characters had more chance of realizing that their minds were being played with and then penetrating the effect. Cheers, Martin -- _/_/ Peace Software International Email: martin.dickson@peace.com _/ Martin Dickson Phone: +64-9-373-0400 Senior Analyst Fax : +64-9-373-0401 -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] Invulnerability spell needs to be fixed... again. |
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From | m.parkinson@auckland.ac.nz |
Date | Thu, 7 Feb 2002 15:22:48 +1300 |
> Michael Parkinson wrote: > > > ...the *old* version of the spell had a PC-roll allowing the > > inference that the DQ writers, in their folly, thought the mind-college spell effected, or was > > defeated by, the senses. > > Perception as a stat seems (seemed? DQ2) to have more than just a meaning of keen senses. > It was also > a measure of experience and possibly world knowledge. The way we played it was a bit more binary. Frankly I have nothing against a concealment spell that allows a perceptive character to realise that "there's something not quite right with that empty chair over there." Unfortunately you don't just notice that the chair is stressed as if it had a lot of extra weight, you see & hear the entire 300 lb warrior in full-plate & 2hd Swd that is distressing the furniture in all his solidity. > Perhaps the inference was that more experienced characters had more chance of realizing that their > minds were being played with and then penetrating the effect. Although the realisation, like the befuddlement, has an absolute effect (see or not see). Therefore the "realisation that their minds were being played with" is entirely devoid of conscious thought -- until you discuss the matter with people who can't see him, you don't realise that lesser minds have been deceived and that you have not. This is different from the "not quite right" PC rolls normally made. Although I have given Players who succeeded with their perceive-invis PC roll *another* PC roll -- because of their "world knowledge" -- to realise that there is something wrong with the way a mind-mage-invisible target is behaving, with the multiple depending on how inappropriate the behaviour is. -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] was Invulnerability.... |
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From | ecavit@tranzrail.co.nz |
Date | Thu, 7 Feb 2002 17:10:55 +1300 |
> -----Original Message----- > From: Michael Parkinson [mailto:m.parkinson@auckland.ac.nz] > > Jacqui > > Actually I have problems with the preponderance of Walking > Unseen spells > > across Colleges which surely have different mechanisms for > achieving the > > effect - perhaps Earth Mages should have a "Camouflage" > spell, Celestials > > "Walking in Shadows" and so on. While it may be said that > nomenclature is > > irrelevant, the name of a spell is a major clue. > > I concur. Different college, different name! (even if the > effect is practically identical). > Hopefully any "common" spell will also have slight > distinctions [in BC, range, etc] for each > college. > Didn't we decide that Spells with identical _effects_ should have the same name (fewer things to remember), and different effects different names (less confusion). Therefore same effect by different mechanisms (including BC, Range etc) should be same name (and meanwhile provide a bit more mystery in DA responses - "oh c**p, last spell was Unseen"). Is the extra flavour worth the hassle of sorting out different effects? I won't pretend that what we have is divine perfection, but making minor changes to the different Unseens (and Blending and... hey, are there any shared spells that aren't conceal/vision related?) is definitely too much. If we decide we want something like Unseen in Mind, we can then decide if it is a straight copy of the others, or something different (and worth the hassle of being different.) Cheers Errol -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |