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Ryckarde

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  1. Hi all, I'm curious how all of you have handled this issue. Does the range modifier used when a spell is cast applicable only for the distance between caster and target at the moment of casting, or must it account for any possible future distance if the spell is maintained? Instant spells are easy, apply the modifier and done, since there is no maintenance, but barrier, augment, conjuration etc. are more complicated. Simple example, Round 1 Mage casts augment on Fighter at engaged range and takes cover, Fighter then charges enemy out in Medium. Round 2 Mage concentrates a second time and readies his staff for an attack. Fighter keeps fighting out in Medium. Does the spell cast by Mage in Round 1 end at the end of Round 2 because Fighter is in medium range, or not at all since Mage concentrated before the spell ended (the end of Mage's turn in Round 2)? So far we've been working it that the difficulty of the spell must include the maximum possible range that the augment/barrier/conjuration exists at, so for example in this situation, Mage would need to take 2 range upgrades to support the augment into Medium range. I'm not convinced that's the best route though as it tends to discourage the use of these types of spells since the casters tend to stay at range while the buff targets tend to run into melee. The spell is difficult enough not to really be cast. To encourage their use more I'm thinking of just using the range to indicate the distance at initial casting and as long as its maintained via concentration, then there's no further concern for range between caster and target. How do you guys handle this situation?
  2. What level of Magic have you all used in your Terrinoth setting games? From reading the book I get the sense that it's rare and powerful. There was a time where it was more common, but that time was long ago. Magic items should be really rare and the RAW at the moment doesn't really cover permanent magic effects. My group and I are from a D&D background so the lack of magic in the setting is something we keep hitting up against. It doesn't help that 4/5 players are magic users, so magic feels common as we have so many casters, but there are still a lot of D&D type tropes that aren't really touched on. I'm trying to keep consistent with the defined setting, but am not coming up with a lot of information. What do you fine folks do?
  3. My group and I have pondered this to, and the only thing we can come up with is that by having the purchases all divisible by 5 it allows you to award smaller XP for things like good role playing or enhancing group dynamics, assisting people etc. Good role play moment? Have an XP or two. Stuff like that. Since you can't buy anything with an individual reward this small it dampens the player jealousy that can result from non equal XP allotments.
  4. I think essential is removed because Tricksy isn't limited narratively to being something in a pouch, it could be found any weird place. I haven't had a problem with it yet, but could see how it could be abused so I came up with a similar house rule in that item only lasts until the end of the encounter in which it was "found". The sword turns out to be pretty beat up and breaks, the potion gets dropped and shattered etc. How are you preventing the player from just using story points to generate gear? He could pull the ole I got this in town *flip* shtick. To prevent that I use something mentioned on Order 66, which is that story point flips must be paid for with cash that was on hand at the time that is being retconned. It's also possible to handle all this narratively, there's only so many holy icons a town can buy before it gets flooded and the price drops. Sure he has a holy icon that works as a spell focus, but its to a bad god and he can't sell it anywhere. He pulls a sword out of thin air, well turns out that is the sword of black bart so the town assumes that he is black bart and a bounty gets put on his head
  5. Great episode as always! You guys start mentioning how you need to broaden your perspective at the 3 hr mark, but it would be really helpful to get some tips on how to help players do the same. My players all come from a D20 background and seem to be stuck trying to replicate that magic system in Genesys (we play the Terrinoth setting). I don't mind them using the frame of reference from D20, but when it becomes more of a hindrance then a help, it presents 2 problems. First, it sets the expectation of effect, second it constrains the applications of magic that the players (and GM) can come up with. Some examples: The mage expects a fireball to annihilate all minions in an area, in D20 fireball is quite a potent spell and gets rather easy to cast at higher levels, but in Genesys its not quite the blast of death that it is in D20 unless you upgrade it with empowered and have a good implement. The player wants to summon a rain storm and have it dowse out a raging building fire. Narrating that is no problem, but balancing the difficulty is tricky, especially when the player seems to think that feat is easy and I think it should be quite hard. Fly and invisibility fall within the realm of augment, but that category isn't available to the mage (arcana), who is used to the idea that mages can fly and turn invisible, as in D20. Yes he can use conjure to conjure smoke or darkness, or a flying disk he rides on, but those don't feel the same to the player even though mechanically they can be identical. I'm tempted to just say you can do fly and invisible via conjure or some other spell type since you can duplicate the effects, but I feel that the different spell categories need to be differently narrated, otherwise there isn't much point in distinguishing between them. On the expectation front I realize the core issue is that in D20 spells are intentionally overpowered compared to non spells as the character has them in very limited quantity, where as in Genesys your only limit on spells is time and strain, so to keep them balanced they need to be on par with non magical methods. In the next episode could you touch on how to help players bridge the chasm between the D20 magic system and the Genesys system? Order 66 had something like this for the narrative dice system in general back on Episode 24, Kung Pow Chicken, something like that for Magic would be awesome!
  6. How would you guys handle a magic user taking the augment spell and using it to apply weapon qualities to their weapons. Some examples are things like Burn on an Axe (Flaming Axe), Blast on Arrows (Explosive Arrows), Ensnare on a Sword (Sword Whip). All of those would work fine narratively, and are in line with how the augment spell is described. However, I'm concerned that the attack spell would become far less desirable as the augment could be maintained and wouldn't require extra strain for each attack. I think the player should still be able to do this sort of thing, but I'm having trouble figuring out how to properly balance it. Any thoughts?
  7. I think the answer to your base question is typically yes, you can allow structured powers to activate in non structured time, but that there needs to be trust between the player and GM not to abuse it. It should also fit narratively. For example, a character making a skullduggery check to disarm a trap or pick a door, a medicine check to heal somebody, a perception check to search a room, sure fire away with your encouragement to give them boost dice. Trying to make stealth checks, probably not since the song needs to have some element of sound associated with it. The purpose of Encouraging Song is to assist with a skill check, the strain recovery is a bonus. So that needs to be factored into its use as well. In non structured time you could query the song performer as to what skill check they would like to assist the other player with, and if they can't give a good answer, then no song. If there is no skill check being called for, an thus no benefit to the encouragement from the song, then no song. Keep in mind that the GM calls for checks, the players don't, otherwise you'd have a bunch of lugs performing combat checks towards the ground to generate advantage to heal strain. If you have a player who just wants to keep spamming their song, making skill checks to generate advantage to regain strain for the party, that's where my quit being a twink reflex tends to flare up. I tend to take the direct approach and either outright say no, or explain my logic about why it's allowable in this special circumstance once, but not allowable as a spam strain recovery device. If they want the strain recovery like that they should use the Heal Spell. I think probably the best compromise here would be to allow the performer to use the talent and give boost dice (and strain recovery advantage willing) to the strain recovery roll at the end of the encounter. This could narratively fit as the bard is trying to help calm his friends nerves after the fight. This way the performer gets benefit out of their song, but then you can move on without having them spam it over and over.
  8. Thanks guys, I pretty much put out the rules you guys mentioned to my players. 1. When transformed you're pretty much attack on sight. 2. Transformations will happen when its inconvenient. (I like the bear in the King's feast idea!) 3. Your character's personality should probably change a bit and not be completely complimentary to their normal personality.
  9. I haven't custom made one yet, but when I do I think I'll base it on the Teleportation Runebound Shard on page 121. All you really need is a difficulty and you should be set. I kind of get the sense in the setting though that it's rather low magic compared to a D&D type setting. Things don't seem to have recovered fully from the third darkness and if there were D&D level of magic, and magic travel, things would probably be further along in terms of getting back to the glories of the elder kings. That Cloak of Eternity spell sounds pretty cool!
  10. Has anybody else used the Shapeshifter Talents (Shapeshifter and Improved Shapeshifter) from Realms of Terrinoth? If so how do you guys flavor it in your games? It totally comes off to me like one of two things, the first is druid transformation (which is probably better handled through the augment spell), the second is lycanthropy type curse result as it buffs physical stats, gimps mental ones, is uncontrolled and causes major social issues. However, there is nothing in the description that prevents the PC from using any weapons other than ranged or any skill other than magic ones. It seems to me that this is ripe for abuse as you could have a melee fighter character who intentionally burns a bunch of high strain costing abilities only to exceed threshold, pass out and transform into an even more effective melee fighter (with full strain to boot). The only trade off being they are stuck in the new form and its social skill checks for the 8 hour duration. If you're the type of player who doesn't care about social encounters or int/will checks then its all gravy, and that feels wrong for a Tier 1 talent with that level of physical stat buff and strain recovery. I would figure that Shapeshifter as a Tier 1 is there to give people the opportunity to perform druidic transformations, in which case you are locking yourself out of some of your abilities in order to do it. Alternatively you could use it to have a lycanthrope character, but in that case triggering your transformation is actually something that the character would try to avoid and when it did trigger then the GM should play the PC. If its a GM plays the PC, why would a character voluntarily buy this talent since it forces them to lose control of the character? You could mitigate that some by having the player and GM come to an agreement on how the PC behaves when transformed, but that behavior should be rather counter to the PC's normal goals and alliances. Adding improved to it helps the PC trigger it when they need to, or avoid it, but doesn't necessarily give them any more control when it occurs. Anyway, as you can see, I'm a bit confounded on how to integrate these two talents appropriately into the setting.
  11. Hi all, I'm adapting some old D&D modules for play in RoT and I'm stumped as to how to translate things like one use magic items, wands, rods or scrolls. Wands are covered as Implements in both Core and RoT, but the setting book doesn't really go into much detail if items like scrolls, rods or single use magic items are prevalent around Terrinoth. I get the impression they are not nearly as common as D&D. The setting book seems to indicate that magic is rare, but at the same time pervasive. If they don't typically exist then I can just skip them, but if they do exist, how would they work? Would scrolls be one shot magical implements or something that lets you cast the spell without strain cost? Single use magical items, like the Javelin of Lightning is easier to do, just single shot ranged attack or the like. What are all you fine guys and gals doing for those sorts of single/limited use magical items?
  12. Does anybody know if you can spend advantages from casting magical spells to recover strain as you can on combat checks? Since the RAW indicates that the strain is suffered after the spell casting action I wouldn't expect this to do anything for you if you cast a spell while at full strain, but it would make spells from that point forward cheaper to cast if you can generate at least 2 advantage on the checks. Effectively the 2 advantage would recover the strain already suffered, and then you'd suffer 2 more as a result of the spell check. I have players that are concerned about burning out of strain real fast as casters and this would seem to be a logical solution, but I can't find anywhere that indicates this would be overpowered or not. If its one of those, not really specified in the RAW things, how are you guys running it?
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