Cleric

HappyHuman's page

8 posts. Alias of jasonfahy.


RSS


This is about 4% of a useful idea - anyone remember the Dark Millennium system for psykers in Warhammer 40,000?

Spells(powers) cost 1-3 force cards to cast, and each turn you'd deal nd6 cards where n was the number of psykers(casters) in the fight. The effect was that in smaller fights a psyker got a trickle of power and couldn't blow everything up unless the deal was really lucky, and in a huge fight there was boatloads of force available and everybody could cut loose.

In theory, "fight size" is already handled; every encounter is trivial, extreme or whatever. What if caster power scaled with that somehow? As an elementary example I've given about two seconds of thought, what if casters got one "unit of spell power" to use in a trivial fight, two in a low fight, et cetera, up to five in an extreme fight? Assuming the numbers were brilliantly chosen you wouldn't have "conservation" fights and "nova" fights; in every fight you'd have roughly-enough power to call on and it would be up to you to get as much value out of it as you could.

(Lore-wise, this was easy to explain in 40k because conflict and death stir up the Warp and the Warp is where psykers' power comes from. I feel like that general idea could be copy-pasted, even if we admitted that the mechanic's real raison d'etre was to help with power allocation.)


(Is there an online source where people can look at this, or does it only exist in the brains of people who attended?)


TheFinish wrote:
If you still want to award them during a session I'll echo the suggestions here to switch from giving them out on a set timetable to giving them out for player progress and achievement, since it will incentivise them to keep the ball rolling rather than stall for a Hero Point.

I don't like to argue against progress and achievement, but there's also something to be said for the practice of rewarding in-character dramatics. There are games where if the kleptomaniac can't resist, steals something and creates a huge complication, they get love for creating a story twist. In PF2 they just get hate for derailing the progress train and I'm not sure that's better.


My group's in our first PF2 campaign (Age of Ashes), and my brother's on the struggle bus with his mutagenist. I'm hoping they make that perform a little closer to what we imagined.


CalmCyborg wrote:
I like that there is the option of shorter adventure paths, but I hope we will still get 1-20 APs in the future. That's what I like to run and play in. Granted, I can always add a low and high one together, but I like the overarching for the entire 1-20 adventurer career.

Agreed. I'm moderately bummed that, just after designing a system that doesn't noisily soil itself at higher levels, Paizo starts shifting away from play-to-higher-level paths.


We were getting triple-tapped by all of those too. It was hideous. We ended up piling go-faster buffs onto our swashbuckler so she could sprint in and try for the first-round disable and the two times that didn't work were effing misery.


MEATSHED wrote:
It's a remaster spell, probably to replace glitterdust. It is official.

I looked in Player Core and somehow didn't see it, and I see it now. I am dumber than three dumb men. Thank you.


I ran across this spell while randomly browsing stuff:
https://roll20.net/compendium/pf2/Revealing%20Light#content

It seems great and I'd like to use it on my warpriest, but I can't find it listed anyplace else and it strikes me as good enough that I'm worried it might be somebody's homebrew. Is there an official source for this someplace, or is it "too good to be true"? TIA.