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Laurefindel's page

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There's also Goldorak (Grendizer)

Cheesy as hell and probably pretty bad by modern standards, but I remember it being one of my favourites at a young age...


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- Ulysses 31
- Les Mysterieuses Cites d'Or (Mysterious Cities of Gold)
- Albator (Captain Harlock)
- Captain Flam (no idea how good this really was, but it left a strong impression on me as a kid)

If long features are allowed:

- The Flight of Dragons
- The Last Unicorn
- Les Maitres du Temps (Masters of Time or Time Masters?)


Sometimes less is more

A simple game engine allows you to be complex on other levels. it becomes much easier to house rule, or to give it a thematic rule that fits the game.

Mechanics don't impact your role play... except when it does. Simplicity in the system just leave more room for the rest. When I was younger and my mind was vast enough, I had room for both, but I know that with the years, I only have energy and readiness for only so much.


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I may be old school, but I though it was the DM's job to be the arbitrator. A game is always gonna be tailored for its players, and that implies arbitrary decisions.

Whether the DM is a dick or not is another question.


Downloaded

Looks impressively good after 5 min skimming through. On with the reading!

[edit] Kudos to William McAusland for the art, which is exquisite for a product of this scale and exceptional for a free product.


The Babylon Square episode was a nice trick in which

Spoiler:
characters are sent back in time to trigger events seen in an episode two seasons earlier

I mean, sci-fi shows pull time-traveling stunts all the time, but this one showed an unprecedented level of planning at that time.


DSXMachina wrote:

But it did seem like it could've been tricky in 4e (& onwards) to create monsters with their own abilities and correctly judge them in comparison with the players strength. For (completely off the top of my head) example giving a Cthonian an extra slap attack & breath weapon per turn.

At least in a more modular symmetrical system there are values for the abilities, hence why it takes so much longer to fit them all together.

Symmetrical is easier to balance for sure, and easily allows translation between PCs and NPCs (including monsters), but options and complexity for players usually means complexity for monsters (i.e. the DM's job).


Ganryu wrote:
The big problem with previous edition monsters is how they used feats, and you had to know all the feats involved. Getting rid of monster feats is a very good things.

Yes, I'm more and more in favour of asymmetrical systems.


As long as there are hps, it remains an attrition game. You can change the scope of it by going micro (erosion of hps during one single combat) to macro (erosion of hps over a whole adventure) and everything in between, but it doesn't make it a non-attrition game.

Newer editions play different from the original; I don't think it should surprise anyone. In fact, D&D has updated its hp/healing model in 4th and 5th edition, and in 3rd edition there was plenty of ways to "cheat" away from going into combat with low hps (wands of CLW was one).

Not only that, but the way encounters are designed by the industry nowadays assumes that adventurers come into combat with decent resource. So the old school paradigm has been broken for a while now.


Cyrad wrote:

Let me elaborate on that, but I'll start off by saying that I'm NOT totally happy with how any modern edition of D&D handles hitpoints/healing as a resource.

From a design perspective, the entire game revolves around the concept of using encounters as a resource drain - each CR = APL encounter is mathematically designed to consume roughly 20% to 25% of your daily resources. These resources include hitpoints, abilities, and spells. The players' objective is to complete each encounter in a manner that mitigates the resource drain to a minimum. This creates gameplay and strategy and decision making.

Long term resources reinforce the idea of adventure. It creates the conflict of trying to make your long term resources last to the end of the adventure. This creates varying levels of tension and keeps encounters from getting monotonous. The same encounter can force players to approach it very differently depending on the availability of their resources.

Hit points function as the primary long term resource in D&D...

Good post

At first glance, it looks like 5th edition is a bit more malleable than 3e or even 4e (and in this regards comes closer to 1e or 2e AD&D). This means you may houserule hit points as a resource pool that rejuvenates at a pace that you like, without skewing the game much.

The DMG has variant healing and resting rules, so you may even find a satisfying balance within the core rule.


Also, I tend to be very enthusiastic about a specific game, then get bored of it after four or five games and wished I had gone for another style.

My only hope is for the players to remain enthusiastic (see post above). If they do, I'll regain interest and things will go just fine. If they feed off my disinterest, the game crashes (as many did).


I'm too much of a reactive and improv DM.

When players "give" me a lot to work with, I give them back tenfold and the game is awesome. If players are more the introvert type, of if they are tired that night, or if I start a new game where there is not a lot of character development yet, of if I play with a group that doesn't know my style; the "energy" of the game plummets and the pace grinds almost to halt.


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Much of my friends' suggestions and critiques have been made into the final edition.

I'm not saying that my friends are the sole responsible of the final product, just that some people do have the impression that their input was taken into account.


rainzax wrote:
Laurefindel wrote:

At first there were two pools of hit points, like a simplified vitality/wounds system, whereas non-wound damage would heal quickly over a short rest and completely overnight.

Then there was Evil Lincoln's Strain houserule, bringing everything under a single pool of point.

Finally there was only hp and a "wounded" condition blocking rejuvenation of HPs to half.

any chance you'd care to briefly weigh or summarize pros and cons of each?

It's a balancing act between a rule we can relate to as human beings and ease of play at the table.

All three versions assume that hps are abstract representation of your your ability to withstand both tangible injuries and the exhaustion that one undergoes in combat. In other words, lost hps are not all cuts and broken bones, but nor are they all just huff and puff.

Having two distinct pools of points have the advantage of being clear, and its easy to give them two different healing rates. However, it skews balance at low levels either because PCs are extremely fragile (if you just divided their hp in two pools) or relatively resilient (if you basically duplicate their hps in two pools). Monsters have the same "problem". From experience, the problem balances itself around 5th-6th level and amplifies again around level 10th-12th where powerful PCs and/or monsters can be one-shotted with a good critical. That made for a very narrow sweet spot.

Evil Lincoln's Strain/Injury is much better and immediately solved that issue since all damage ultimately goes to the same pool, but with different qualitative. The concept is a bit more abstract and hard to "grasp" than having two separate pools but it worked much better in the D&D/Pathfinder frame, especially for monsters for whom you can just ignore that rule without unbalancing the PCs.

E-L underlying concept was great but it could be simplified with a simple "wounded? yes/no" condition. You miss on the "how badly are you injured" but you gain in eliminating bookkeeping.


I'm also considering a very simple encumbrance system along the line of your strength score (not bonus) = the number of encumbrance points you can carry before being encumbered. That's a houserule I used in 3.5 that can be ported easily.

Armour encumbers most, followed by heavy weapons and kits. Most weapons and items (or packaged of the same sort such as arrows, torches and rations) would be a single point. Characters quickly become encumbered, especially those in heavy armour. Pack mules and horses get useful again, rather than just a liability and/or owlbear fodder.


Don't master the system enough to houserule it yet, but there are two things I'm considering.

1) creating a "wounded" condition which would allow players to gain only a portion of their hp after a long rest until their are healed.

2) looking into making grapple (and some other attacks) a check vs save instead of contest. I wonder why it wasn't made that way, giving saves more use other than vs spells (and incidentally give some use to Strength and Intelligence saves)

There has to be reason why 2) was not implemented, but I'd be curious to know why.


Played with something similar for a few years, although it went through several transformations.

At first there were two pools of hit points, like a simplified vitality/wounds system, whereas non-wound damage would heal quickly over a short rest and completely overnight.

Then there was Evil Lincoln's Strain houserule, bringing everything under a single pool of point.

Finally there was only hp and a "wounded" condition blocking rejuvenation of HPs to half.

Overall, it eliminated the need for wands, although cure spells were still necessary to cure wounds damage/condition; so not quite like 5e.


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David Bowles wrote:
I'm mostly dismayed at how much play testing and development went into 5th and that the final result is so underwhelming.

David, stating your opinion is one thing, trolling is another... please cut it out.


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Didn't follow 4th ed much, but there was a line called D&D Essentials IIRC that attempted to appeal to lovers of 1st ed D&D, mostly through presentation and aesthetics from what I've gathered.


I kind of like that droid.

It's a stupid design for sure, but it fits in a universe full of stupidly design droids. I like it.


Numerian wrote:
what's soccer?

What everyone except Americans and Canadians call "football", because for Americans and Canadians, "football" is sport where the ball needs to be picked-up, thrown and carried in one's arms...

so, soccer ball


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Regardless of what I think of the lightsaber (or light-longsword), I've got to admire the fact that they got everyone talking about it. Same with that bowling droid; whoever made this teaser gave us enough material to talk in every forum of discussion that exist on the internetz.

So despite the histrionics, this teaser (and the lightsaber) is a true masterpiece!


I'm really curious about Pathfinder unchained, and wonder if it is the advent of 2nd edition Pathfinder the same way Unearthed Arcana announced 2e AD&D, Player's Options announced 3rd ed and Book of Nine Sword announced 4th ed.


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I for one enjoy the strip-down-ness of 5e. 3ed/Pathfinder was/is getting so darn heavy that it ceased to become stronger system and started to collapse under it's own weight.

Mind you, 5e is bound to suffer from the same fate; after years of new feats, new backgrounds and new path/subclasses, character creation and class optimisation will get heavier. But the fact that you get one choice of background, one choice of subclasses and four feats (five if human) over your 20 levels (assuming the feat optional rule is used), paired with the bound accuracy concept ensuring that you don't need to hoard +1s to get to your DC40 checks, should keep things under some degrees of control a bit longer.


Now we can have a new debate:

Millenium Falcon looks best with round dish or rectangular antenna!?! Fight!


so,

is it still the place to talk about the nice things of Pathfinder and 5e D&D, or has this ship sailed three pages ago...


Cool!

very JJ Abrams-ish.

As dumb as the "bowling droid" looks, I find it fits well in the SW universe. I have more issues with the light-longsword...

That pod jet-bike thingy, the atmospheric combat and the ship scrapyard in the background are inspiring!

[edit] oooh, Hans replaced that round antenna (or had Lando replace it, more likely).


IMO, it should impact chances of encounters.

Failed camp check and/or too big group should increase % of random encounter or something going bad. The way I see it, water shortage, food spoiling, pest infestation, snaps of cold/hot weather etc should be considered encounter episodes alongside monster attacks.

In my old rules, a bright fire increased % of encounters but negated results of animal encounters (or monsters with animal intelligence) and against cold weather, on premises that animals would be daunted by fire and that the fire would keep the adventurer warm and merry.

Statistically, it reduced the chances of encounter slightly, but increased the chances of powerful baddies if an encounter was confirmed.


Awesome concept Draco

I like Rainzax more straightforward rules (yours are not bad, but they introduce yet another sub-system of rules).

I'm in the process of polishing-up my Overland Round houserule and with your permission, I would incorporate some of the concepts you've introduced in your OP.

'findel


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The caster can move away from melee and cast. Only, he'll have to accept the opportunity attack (or whatever it is called).

The fact that casters can't go in and out of combat with impunity is not a bad thing IMO even if it changes the paradigm a bit.

I don't know all the spells yet, but I'm sure there are spells that boost movement and/or allow you to levitate/fly/teleport out of range and/or slow your opponent and/or protects you enough for you to last in melee and/or spells that are cast as a bonus action after you disengage.

These are not available at low level, but even casters are able to fend off enemies in melee at low levels.

As for the rest, I'm sure a 5ed group without a martial character is still less screwed than a 3ed/Pathfinder group without a caster.


I'm glad to see that tieflings are back to their bonus charisma like in 2e. YE!

This may have been the case in 4th ed, which I skipped. Did tiefling had a bonus or a penalty to CHA in 4th ed?


Haven't seen the movie yet (and thus am avoiding the spoilers), just heard my friends rambling about it.

Unlike the comments above, they said the science was pretty cutting edge, based on theories and theorems from authors they themselves use in their physics and astronomy research, and that for once they had a decent physicist adviser on the board.

Now I'm curious...


My invasion of Asia failed due to to lucky rolls from my friend. I punched the table and quitted in puff. aargh!

I understand it's not a role-playing game session, but nothing gets to me like a game of Risk.


There's a lot of spell flinging, lightning calling and laser-shooting wand action in several movies, but the Razel vs Bavmorda at the end of Willow has a real sense of duel and of specific spells.

The best for me remains Voldermort vs Dumbledore at the end of Order of the Phoenix. More than simple clashing coloured ray of lights, this duel clearly has magical attacks, parries, counterspells, counter attacks etc. I can't remember the one in Little China enough, but the duel in the Ministry of Magic is one of the best depiction of a wizard's duel to date IMO.

I can't remember any specific episodes, but there were some nice magic-fueled kung-fu/jiujitsu duels in Naruto and Avatar(the last airbender)


Low magic =/= low level, or helpless commoners.

It can be, but it is a wrong assumption to say that it has to be.

Even in a E6 game, you could conceive a world were town militia average at level 2-3 with veterans and captains level 4-5. Only the truly Epic characters get to level 6 and beyond (by which I mean get extra goodies past level 6)


IMO, the less system-intrusive way to allow gearless characters is to disconnect the abilities of items from their price. Cubicle 7's The One Ring does that, and Kirtfinder does that as well with its mojo system.

In Kirtfinder, WBL is simply translated into a Mojo by Level. so instead of having 10 000gp, you have 10 000 mojo points for you to purchase magical items with. Go nuts.

In TOR, character's are "owed" special things based on two "stats" that increase with experience (Wisdom gets you special abilities, Valour gets you special equipment). Whether they discover new inner potential, are trained do to special things, inherit special items, find stuff in a treasure along the way, steal it from the bad guys etc is up to the players and GM.

In both case money has less to do with the character's abilities and more to do with their standing, social class and way of living.

I could imagine a system going 50%/50%, with masterwork and magical equipment improving on what the character do, and really special abilities as part of the character's abilities (even if story-wise the ability is linked to an item). Consumables like alchemical compounds, magic potions and single-use magic items could add yet another set of abilities, ideally some that cannot easily be duplicated with spells.


I don't buy into druids = tree-hugger and protector of environment theme. It's ok if you want to make your druid like that, but it shouldn't be the definition of the druid.

And like Trigger said, druids can use metal weapons (indeed the sickle, one of the symbol of the druids, is made of metal). They have spells affecting metal objects as well and they have no qualm about their friends wearing/using metal.

Originally in D&D, druids were a caste, a (somewhat) secret society. The "no metal armour" thing was part of their vows as they were initiated in the druidic circle. Heck, perhaps even the druids don't remember the origin or the purpose of this vow, but they follow it and enforce it nonetheless.

I see it more as code of conduct like "if you must protect yourself, don the skin of an animal" rather that "thou shall not weareth armours of metal"


Ragnarok Aeon wrote:
Low Magic just helps makes the game feel immersive, something a lot of GMs and players want to go for.

I'd say Low-magic allows for a certain type of immersion. DMs and players are able to feel immersed in their standard high magic fantasy Pathfinder games. Some themes are more difficult to convey in high-magic; therefore low-magic has its place.


"realism" is a tricky objective.

On one side, there's the "but dragons!" argument that says that the universe in which the characters evolve is fantastic and by definition not a realist one to start with. Accepting that this world isn't like our world is essential to fantasy storytelling.

On the other side we, as players, are humans and therefore imagine things as we experience them. In real life, fire burns thus fire deals damage even in this fantasy world. These references are just as essential to storytelling, even if we can conceive that some creatures don't feel pain or aren't damaged by flames.

So dragons can fly despite their size, but gravity still exists and it still pulls down (well, most of the times anyways).

As Gaber said above, suspension of disbelief goes only so far and some believability is required. Finding the perfect balance between fantasy and realism is kind a Holy Grail quest; you must accept that you will never find it, it will be different for every group, you may find that your ideals are different in two years from now. It doesn't make the quest less noble however.


Journey RPG excerpt #5: RACES & CULTURES - ELVES

Here’s one of the five playable character races available in Journey RPG, communally known as “the free people”. It also gives an example of the format used for races in Journey RPG. Each race offers two cultures to chose from.

Other races will be features in further posts.

Journey RPG wrote:

ELVES

Elves are known for their love of songs and mastery of the magical arts. They favour things of natural beauty, incorporating many nature themes and motifs in their appearance, architecture and lifestyle. Magic comes naturally to them, and their talents are often serves their society rather than as a tool for power.

Elves live primarily in the west were they once held great power and ruled over the faerie court. They used to be worshiped as gods by primitive men but the elves of today have diminished, both in numbers and in might. The faerie court no longer exists and their potential no longer exceeds that of humans and dwarves despite their longevity. Many still inhabit their old castles by the ocean’s shores where their king and queen abide, but many others live in small communities in the forested valleys of the north and within the human cities of the heartlands. Of all the fey folks, elves are the most apt and willing to deal with humans and dwarves. Humans in particularity always fascinated them, and while it remains a rare practice, some elven lords and ladies took humans lovers oven times.

The elves of old were divided in many houses and castes but today, they can be categorised in two main branches. The high elves live on their islands and castles by the ocean’s shores, and so are also called the sea elves. They are ruled by the benevolent royal family who still hold great powers and who greet many in their kingdom, including many mountain dwarves. Elves living within human lands and recognising the king and queen as their liege are also considered sea elves. The second group, called woodland elves, prefer to live a simpler life in small communities. They are shyer of the world abroad but trade openly with their hill dwarves and northmen neighbours. Woodland elves acknowledge the legitimacy of the elven king and queen but do not consider themselves as their subjects.

ELVEN RACIAL TRAITS

  • +1 to Agility and Presence: Elves are nimble, gracious and lordly, reflecting in a +1 bonus on their Agility and Presence score.
  • Fey: Elves are fey creatures. As such, elves are immune to magical effects targeting humanoid creatures only. In addition, elves can gain level in the enchanter class at any point in their career as a testimony of their natural magic talents. The normal limit of two character classes still applies.
  • Fey Senses: Elves gain a +2 racial bonus on all Alertness saves and Perceive checks. In addition, elves do not need to interact with an illusion or glamour to be allowed an Insight save to disbelieve it. Elves do not gain a saving throws on spells not allowing an insight save such as invisibility.
  • Nightvision: Elves can see perfectly during nighttime as long as the stars are above their head (even when the skies are cloudy). When indoors or deep underground, elves can see in in dim lighting conditions without penalties but suffer the normal penalties in complete darkness
  • Elven Dreams: Elves do not sleep as dwarves and men do. Instead, they enter a rejuvenating half-awake, half-dreaming trance. As such, elves are immune to sleep spells and effects, but may still be the target of a dream or nightmare spell while in trance.

    ELVEN CULTURES

  • Woodland Elves : Also known as sylvan elves, the woodland elves feel most comfortable in the wild northern forests where they roam without being seeing. All woodland elves are trained in the Hide and Scout skills.
  • Sea Elves : Also known as sea elves, the high elves live in tall castles and large mansions full of artifacts and tales from the past. All sea elves are trained in the Recite (Arcane) Lore and Recite (Legend) Lore skills.

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    Otherwhere wrote:
    Laurefindel wrote:
    Wizards kept it for themselves;
    Except that it is also available to: the Inquisitor; the Alchemist; the Bloodrager; the Magus; and anyone with the Luck or Destruction domain...

    that's because Wizards and Magi are under the same syndicated union. Inquisitors blackmailed them so they had to let it go. Wizards had had an eye on the witches for a while, but they never saw the alchemist coming. Lack of clear vision really, they should have had.

    Bloodragers, well, who's gonna tell them they can't have true strike? Clerics with Luck domain acquired it as a misplace item in a wizard's garage sale, a stroke of chance you might say.

    That leaves Clerics with the Destruction domain. CLearly these guys are OP and should be removed from the book!

    :)


    Wizards kept it for themselves; they are still frustrated about the fact that animate objects is still not on their spell list after 15 years of complaining...


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    Mythic Evil Lincoln wrote:
    A Low Magic campaign is when the Players and GM look at the levels of magic presence in the default Pathfinder rules, think "too much", and try to turn it down a notch.

    Indeed, it does not have to be more than that.


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    Undone wrote:
    tony gent wrote:
    Laurefindel has hit the nail on the head there is plenty of magic in lord of the rings it's just much more subtle than the normal gamers version which is a fireball in the face
    Except for the part where Gandalf casts fire seeds. That's pretty overt.

    Gandalf casts a bunch of spells, including overtly offensive ones (especially in The Hobbit) and makes a powerful display of magic in LotR against the Wargs before attempting the pass of the Caradhras and entering Moria (and also on Weathertop, although it happens "offscreen"). It could be argued that Gandalf is capable of more "overt" magic but restrained himself not to write "Gandalf is here" in big letters in the sky for Sauron to see. Gandlaf is undeniably a power and one of the most "flashy" magic-user in Middle Earth.

    But characters like Gandalf don't make or unmake a low-magic setting. He is part of the setting and representative of the fact that in this setting, there are many magical elements sprinkled here and there, some powerful, some less, some overt, some covert, but he is not representative of what the inhabitants of this setting are or can aspire to be. Even if we say that Gandalf is what a player character (as an extraordinary inhabitant of the setting) can aspire to be as the pinnacle of spellcasting, it remains relatively tame compared to a typical D&D/Pathfinder game. That's enough to say "low-magic" for me.


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    There's more to the LotR low-magic-ness than failing to teleport the ring to the Cracks of Doom.

    There's the ringraiths taking months, if not years to find Baggin's home (or the Shire for that matter).

    There's Gandalf failing to fly-out/jump-out/dim door out of Saruman's tower.

    There's Radaghast having to search into the wild for Gandalf (and given that he eventually did implies that there is some magic involved, just no scry or message spell).

    There's Gandalf relying on a busy innkeeper to relay a message of utmost importance.

    There's Gandalf wishing for warmer socks, which any prestidigitation spell would fix.

    And there are many more. But there's undeniably magic in LotR. Lots of it too, but it has a lower tone, more subtle uses and less far reaching scope. It's not used as much as a tool or yet-another-app on your i-phone. LotR is one example of low-magic, but not the only one.

    Low magic is not about removing magic from the game, it's about reducing its scope.


    Hugolinus wrote:
    Anyone have advice on Lore-Master aids for boning up or reminding one's self on core mechanics? I didn't order the Lake-Town and LM screen yet and am undecided on whether I'll do so. I hoped a similar free resource to duplicate the screen's reminders would be around.

    Go to the Cubicle 7 forums for TOR. A few players put out good gaming aids such as cheat cheats, travel mats, battle mats etc. IIRC, most of these are in one of the moderators "sticky" tread at the top, something like TOR resources or something.


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    While I admit my experience is anecdotal at best, much of "calibrating" a low-magic game is done by choosing the player's opponents wisely.

    The quickest element to "break" in a low-magic game is the CR of monsters, which does not always consider some of their abilities that would otherwise be easily circumvented with magic (like flying, high DR, etc). A certain balance can be kept by judiciously choosing adversaries.

    In my case that was not a problem, because one of the reasons I went for Low-magic was to be able to use "basic monsters" longer. With AC remaining somewhat stable, your orcs are still going to be a threat even if the players are now much more efficient to kill them and withstand their attacks.

    When a giant shows up, the players know better than to face it in melee without some kind of strategy. When the wivern attacks, they know they'll have to play it defensively and ready attacks until it comes within reach.

    The magic that do exist is much more fearsome because saves are that much lower. In low magic, you need to assume that spells affect their target in general, but sometimes target make their save (rather than the other way around).

    In most cases, the solution to the problems raised by low-magic exist within the system, except they are not often used because they are seen as sub-optimal. Only in a low-magic game will you see a ranger wear full plate for a battle because the boost to AC is worth the non-proficiency penalty and the loss of features...


    Journey RPG excerpt #4 part 4: Magic Spells

    Completely free-form magic does not exist in Journey RPG; spellcasters must work their magic in the shape of spells.

    A spell is a magical recipe for a particular effect, using raw magical energies as ingredients and the spellcaster’s will as the cauldron in which they can be mixed. Opening your mind to all magical energies simultaneously would be disastrous for any mortal. Therefore, only the most powerful entities such as fey lords, archdevils and demon princes can improvise magic, shaping it into any effect they want. Even then, such powers can only safely use a portion of all available magical energies, ultimately limiting the magic they can do. For all mortals and lesser beings, magic must be judiciously measured, carefully manipulated and controlled within clearly defined boundaries.

    Casting a spell is not a purely cerebral activity, requiring the spellcasters to manipulate magic with its hands and speak aloud words of power. The words that a spellcaster utter have a power of their own and greatly influence the outcome of a spell; pronunciation, rhythm, intonation, volume, even the emotion expressed in the casting of a spell must be controlled. For this reason, basic spells often take the form of a short rhyme, a metrical quatrain or an overly rehearsed chant often finding its way into local folklore. While rune-casters pronounce words to better focus on the meaning of the runes they attempt to invoke, priests of old faiths understood the powers of words and used them to create a language that only druids still use to this day. More recently, wizards went a step further and disconnected the magical sounds of words from their mundane meaning, thus creating the first true “vocal components” of spellcasting.

    Spells in Journey RPG scale as the spellcaster gains in level, sometimes allowing new or extended effects to be created. The following spells shows how scaling spells are presented:

    Telekinetic Field:

    Telekinetic Hand
    Level: Arcane 1, school of Transfiguration (Control)
    Range: Close (5 yards +1 yard/level)
    Area of Effect: One Medium-sized field of telekinetic energy
    Duration: Concentration, up to 1 round/level
    Saving Throw: None

    This spell allows you to create a field of telekinetic energy mimicking the movements of your right hand. As you gain in levels, you can have the hand perform different actions.

    By raising your open hand, you can interpose the telekinetic field between you and your opponent. The field provides you with full-cover (+5 bonus to defense DC against ranged attacks and Reflex saves against burst, cone or line spells). Because of the constant pressure against your opponent, you gain cover bonus against melee attack as well. Tiny and Small-sized creature cannot push through the field, while Medium and Large-sized creatures may push the field back at a speed of 2 yards. Huge and Gargantuan creatures are not slowed by the field (but the field still grants full-cover from them).

    You can keep the telekinetic field active for as long as you concentrate on it, up to 1 round per level. You cannot pursue your opponent with the field, but you may move it as will to prevent your opponent from moving around it (even when it isn’t your turn). The field is otherwise indestructible and impossible to attack, but it may be dispelled with dispel magic.

    5th level: You can cast telekinetic field as a 2nd order spell to pursue and push your opponent away. Treat this attack as combat maneuver (push option) using your magic attack bonus. The field is considered as a Medium-size creature with a speed of 5 yards for the purpose of this attack. You cannot push an opponent beyond the spell’s range this way. The field still provides cover and slows movement on your opponent’s turn.

    8th level: You can cast telekinetic field as a 3rd order spell to grab and immobilise your opponent. Treat this attack as combat maneuver (grapple option) using your magic attack bonus. The field is considered as a Medium-size creature for the purpose of this attack. Grappled opponents must first break free in order to act during their turn (see wrestling in the combat chapter). The field still provides cover and slows movement if your opponent breaks free.

    11th level: You can cast telekinetic field as a 4th order spell to strike opponent. Treat this attack as slam attack using your magic attack bonus, dealing 1d6+11 points of damage on a successful hit. The attack does not cause wounds but knocks your opponent prone on a roll of 19-20. The field still provides cover and slows movement on your opponent’s turn.

    14th level: You can cast telekinetic field as a 5th order spell to grab and crush your opponent. Treat this attack as combat maneuver (grapple option) using your magic attack bonus as explained above. The field constricts for 1d10+14 points of damage every round your opponent remains grappled by the beginning of your turn. If your opponent escapes, the field still provides cover and slows movement.

    Illusion:

    Illusion
    Level: Arcane 1, school of Enchantment (Illusion)
    Range: Long (200 yards)
    Area of Effect: Visual illusion within a 10 yard cube
    Duration: Concentration
    Saving Throw: Insight disbelief (if interacted with)

    This spell creates the visual illusion of an object, creature or phenomenon, as visualized by you.

    A basic illusion does not create sound, smell, texture, or temperature.
    You can create the illusion of an object equivalent to a Medium-sized creature per level attained. As a rule of thumb, a Medium-sized illusion can fit two Small illusions or four Tiny illusions. Similarly, it takes two Medium illusions to create a Large-sized one, two Large illusions (or four Medium illusions) to create a Huge-sized one and two Huge illusions (or eight Medium illusions) to create a Gargantuan-sized illusion. Illusionary objects are created in relation to the creature that would use it. For example, an illusionary door large enough to let a Large-sized creature through would be considered a Large-sized illusion, an illusionary wall wide enough to hide eight humans side by side with outstretched arms would be a Gargantuan illusion, and so forth.

    You can move the image within the area of effect freely as long as it remains within range.

    As you gain in levels, your illusion also increases in believability.

    5th level: You can cast illusion as a 2nd order spell to create incorporate auditory, olfactory, tactile and thermal components. Illusions thus created cannot support weight or withstand pressure, but they may give the impression of doing so.

    8th level: You can cast illusion as a 3rd order spell to create a sustained illusion lasting up to 1 minute without you concentrating on it. You can have the illusion follow a simple script if you desire so.

    11th level: You can cast illusion as a 4th order spell to set the illusion to appear and follow a simple script based on a set of pre-defined conditions. The triggering conditions can be as general or specific as you desire. The illusion lasts a maximum of 1 minute and may lay dormant for a period up to 1 day. You can tie the illusion to a clear quartz (worth 25 gp) to make the illusion permanent until triggered.

    14th level: You can cast illusion as a 5th order spell to create a lasting illusion with a duration of one year (dismissible). The illusion must be static, but you can move or modify it by concentrating on it within the range of the spell.

    [edit] Kinda looks like 5th ed D&D? Yeah, I know. I didn't really steal the idea, more like came to the same conclusion when both this game and D&D next were designed about three years ago. As a matter of fact, there's quite a few things I ended doing that are very similar to 5e D&D. It could be frustrating but I don't want to play "who did it first", I just want to do things right and I think that's the way to go for Journey RPG.


    1 person marked this as a favorite.
    DrDeth wrote:
    But since both PF and IH are D20, what do you need from PF to run a D20 low magic game?

    That's a legitimate question. Iron Hero is a good product.

    People like familiarity. Perhaps IH doesn't feel enough like Pathfinder; actually, IH has a very distinct vibe. Would Pathfinder still feel like Pathfinder once you remove X, modify Y and add Z is yet another legitimate question. Still people are attached to their favourite product and well, people are not always rational about that.

    I like your posts and you bring some very valid point to the conversation DrDeth, but sometimes it sounds like "you'll fail, don't bother trying".


    DrDeth wrote:
    What 1st level spell creates food?

    Goodberry doesn't create food, bu it turns negligible sustenance into "no need to care about food" sustenance.

    DrDeth wrote:

    And yeah, PF is a Fantasy Roleplaying Game. Not a Mundane Roleplaying Game. Most people are bored to hell with survival instead of adventuring, when your encounter for the day is:

    3 roots, 25 berrys and a few grubs. (Roll to see if you can keep that grub down!)

    If most people want to play Pathfinder High-Magic Fantasy RPG, then most people will play Pathfinder High-Magic Fantasy RPG. This thread was made to ask why some would like to play Pathfinder not-so-High-Magic Fantasy RPG (who's talking about Pathfinder Mundane RPG anyways).

    Iron Hero is nothing but a house-ruled version of d20, but low-magic (and published). Why would creating a low-magic version of Pathfinder be less viable than Iron Hero.

    "Why don't people play Iron Hero instead" is a valid question however.

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