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> Preview of something I'm working on, A totally new channeling system
MagusRogue
Posted: Nov 2 2004, 04:58 AM
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One of the biggest complaints is that the channeling system is too rigid, not like the fluid ways in the books. So i'm taking a MASSIVE undertaking and modeling a... well... modular channeling system, allowing you to generate just about anything you want and not be defined by what weaves you know.

This system is based off one I found in a White Wolf d20 product. White Wolf were the makers of Mage, so they naturally have a one-up on how to do variable effect magics. I'll show you a preview of the mechanics, and two "common" weaves, below. Warning, this system will NOT be newbie-friendly, and is most definately not KISS, but it instead is an attempt at a more realistic channeling system.

For what you need to know right now, to channel you first must open up, automatic outside of stress, needing a Concentration check otherwise. Once open, you can channel, by making a check equal to 1d20 + your channeling level + Wis modifier, versus a DC based on the scope (self, noncombat external, combat external), power (minor, moderate, major), and type (sensory, preservation, creation, destruction) (will explain these in more detail later). If you fail the check by more than 15 (might drop this to 10 though), you need to make a Fortitude save, vs the same dc as the weave, or suffer penalties on the Overchanneling chart (For simplicity sake, of course). If using the Magic Rating system from Unearthed Arcana (noble and wanderer classes grant a Channeling Level of 3/4 their level, while Algai, Armsman, and Woodsman grant a Channeling Level of 1/2 their level, though you MUST have either a Channeling class or a new feat I'll talk bout later to channel at all. This keeps you a decent channeler while allowing you branch out slightly.

Affinities and Talents are still needed, but are very different. There are few Talents out there, and they basically are feats that grant you access to full power on some aspects of weaving. For instance, without the Healing talent, you can only Heal 1d6 points of damage. As for Affinities, the rules look similar to the older system, but are changed slightly as well: If you do not have any affinities for the weave effect you want to make, then you suffer a -2 penalty on the channeling check. If you have at least 1 affinity for the weave, you suffer or gain nothing. If you have all the affinities, you get a +2 bonus.

You have a safe Strain threshold of 20 + 1/2 character level + angreal/linking bonus. You can hold up to twice this if you hold onto the One Power longer. As long as you hold onto the One Power and concentrate on pulling more of the One Power, you gain 5 more points per round (a full-round action, that provokes an AoO). As soon as you release the one power, however, these extra Strain points bleed off at 5 points per round, until they reach your threshold. Basically consider these "spell points," the amount of the One Power that can be safely channeled through your body. Each weave costs an amount of these points. If you spend all these points, you may overchannel by spending hit points for Strain points on a one-for-one basis. Thus, it's very easy to channel until you kill yourself. Also, consider this part of the system as a VVVVVVVVEEEEEEEERRRRRRRRRYYYYYYYYY sketchy part, subject to many changes.

Here are two sample weaves using the rules I'll present later.

Barrier
Affinities: Air
Scope: Self (the weave creates an effect that only benefits yourself)
Power: Moderate (the weave creates an average-strength effect)
Type: Creation (it makes something)
Strain Cost: 13
DC: 11
Effect: This simple weave creates a small bubble of air around yourself that offers 3d6 additional, ablative hit points, absorbing damage from attacks. The barrier lasts either until you release the weave or the barrier takes too much damage, at which point it collapses.
Game Rules: Self Scope (DC +2/Strain 1), Moderate Power (+3/4), and creation type (+6/8), for a total DCof 11 and a strain cost of 13. If the character wanted to create a barrior to protect everyone within a 5ft square, she could add the area effect modifier (+5/8).

Blast
Affinities: Air
Scope: Combat External (it hurts people)
Power: Major (it really hurts)
Type: Destruction (it REALLY hurts)
Strain Cost: 14
DC: 18
Effect: This creates a solid blast of air which inflicts 5d6 damge on an enemy of the user's choice. The enemy can make a Reflex save (DC 18) to take half damage.
Game Rules: Combat external (+6/2), major (+6/8), and destruction (+6/4), for a total DC of 18 and a strain cost of 14. Not too easy, but effective. A character, by adding the Fire or Electricity modifiers (+4/3) may create burning balls of fire or lances of lightning to strike foes down.

comments would be greatly appeciated.

This post has been edited by MagusRogue on Nov 2 2004, 04:59 AM


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Aaaaaaaaaaaaaaaaaaaaaaaaand this rant's done.

Magus the Extreme. Your wonderfully-ghoulish GM of Patterns of the Weave. Be fearful, indeed.
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Llewin
Posted: Nov 2 2004, 06:16 AM
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wow..

now that is a major project...

i'm not sure about it yet to be honest... it sounds like you cant weave very many weaves of moderate power without endangering yourself by losing hps, no matter what your level...

example, does it make sense that a lvl 20 initiate could only cast one more weave with a point cost of 10 than a lvl 1 initiate? especially if a point cost of 10 is something like putting a barrier of air in front of yourself as a shield? it just seems like a pretty simple sort of thing to do so i might lower the 'cost' or raise the 'points' you get?

the other thing i had a challenge with was the idea of 'accidentally' overchanneling based on a die roll... it just seems like it will take the same amount of power to say...once again using the same example...make a shield of air... every time you make the shield, same exertion, same one power usage, same weave, same number of threads... so why would you be at risk of overchannel?

not sure i get that part...

all of that said i think this concept rocks and i'm very interested in it.

I myself am beginning (after reading the review by Eosin and talking to some gamer friends) to strongly consider porting WOT D20 over to the Hero/Fantasy Hero system which seems to have a much more open magic system and is much more adaptable than d20... we'll see wink.gif

keep it up and keep the updates coming mag.

~llewin
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MagusRogue
Posted: Nov 2 2004, 06:36 AM
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basically, the thing of risking screwing yourself is why they tell novices and accepted to not try weaves without help. If you mess up a weave bad enough, there's the risk of burning yourself out. it's in the books, and makes an EASY transition to this system.

and I see your point bout the strain points. As I said, thatpart is gonna take the most work. any comments will help.


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Magus the Extreme. Your wonderfully-ghoulish GM of Patterns of the Weave. Be fearful, indeed.
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MagusRogue
Posted: Nov 2 2004, 10:06 PM
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ok, now, thinking on the elements you need to choose. I do believe everything should be as literal as possible. Illusions would be Air and Water, as you're manipulating the water in the air to produce effects. Effects that are based on humans directly (rather than indirectly, such as fireballs), or other worlds (such as Traveling or making portals into Tel'Aran'Rhiod) must have Spirit, and often only need spirit. Healing normally takes Air to remove objects from the body, Water to purify the blood and make more, and spirit to actually mend the wounds themselves.

Any thoughts guys?


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Magus the Extreme. Your wonderfully-ghoulish GM of Patterns of the Weave. Be fearful, indeed.
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Llewin
Posted: Nov 3 2004, 12:11 AM
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I think those make sense.

One thing you can include however is the
'advanced healing' they did in the age of legends... which according to the Forsaken and hinted at through Nyneave's healing would use all 5 of the elements of the One Power...

Fire to raise and lower temperature throughout the body or in specific regions... earth to supplement specific minerals the body needs to heal quickly or perhaps to remove dangerous and unhealthy levels of the same nutrients etc...

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MagusRogue
Posted: Nov 3 2004, 12:44 AM
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*nods* i figured that would be in the case of a new feat, Innovate Weaving, i'm making.

basic healing would only use Spirit, but only heals damage. It does not purify the body, or remove bad stuff, and thus is useless against poisons and diseases. furthermore, the blood loss and pathogens sealed inside would also cause some problems, at the GM's discretion. Adding Water gives you more blood and cleans you out, and air or earth removes foreign materials.

stuff like that. anyone got any other ideas?


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Magus the Extreme. Your wonderfully-ghoulish GM of Patterns of the Weave. Be fearful, indeed.
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MagusRogue
Posted: Nov 4 2004, 04:25 PM
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ok, i think a max threshold of 40 + Channeler Level + Angreal/Linking Bonuses might be good. Otherwise, channeling becomes way too easy. Also, you may trade either 1 hp or 2 subdual points for 1 strain point. Gonna tweak the Strain regeneration rules prolly to 5 points per 30 minutes of rest or something.

Anyone care to comment? please? anyone?


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Magus the Extreme. Your wonderfully-ghoulish GM of Patterns of the Weave. Be fearful, indeed.
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