paizo.com Recent Posts in Hexes Range and Times/Daypaizo.com Recent Posts in Hexes Range and Times/Day2012-11-15T22:16:52Z2012-11-15T22:16:52ZRe: Forums: Round 2: Summoner and Witch: Hexes Range and Times/DayDCironlich (alias of Willis Leavitt)https://paizo.com/threads/rzs2k7b0?Hexes-Range-and-TimesDay#72009-12-03T13:17:53Z2009-12-03T13:17:52Z<p>The hexes are more likely to contain such errors (e.g., Death Curse and Retribution have no ranges specified) because each hex is presented in a different manner. </p>
<p>I recommend that each hex be structured in the same way (e.g., range, duration, frequency of use, target and effect). In this way, there is less of a chance that important information will be left out, and it will be easier for readers to find information on the fly.</p>The hexes are more likely to contain such errors (e.g., Death Curse and Retribution have no ranges specified) because each hex is presented in a different manner.
I recommend that each hex be structured in the same way (e.g., range, duration, frequency of use, target and effect). In this way, there is less of a chance that important information will be left out, and it will be easier for readers to find information on the fly.DCironlich (alias of Willis Leavitt)2009-12-03T13:17:52ZRe: Forums: Round 2: Summoner and Witch: Hexes Range and Times/DayIrrlichthttps://paizo.com/threads/rzs2k7b0?Hexes-Range-and-TimesDay#62009-12-03T13:17:52Z2009-12-01T14:28:40Z<div class="messageboard-quotee">Dissinger wrote:</div><blockquote><br />
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If the witch is lawful good, then yeah. But even a chaotic Neutral Witch would turn right back at you and fire off "Fix it yourself". Even the promise of a greater reward isn't enough for healing 200 some odd people. And that's a light estimate. </blockquote><p>That kind of character wouldn't even take that Hex, since if she needs healing for herself and/or her few companions she can do it via normal spells and magic items, without "wasting" a Hex for something that could have been more useful for herself and not for all other people.
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<div class="messageboard-quotee">Satrapa wrote:</div><blockquote> If there is village full of wounded people healing them wouldn't prevent them from being scared and wouldn't prevent danger. If something can wound lot of people it can also kill them ant its not so easy to "heal". So darkness thrives, people are grateful but not saved.</blockquote><p>They can be already safe. The enemy already killed. Or it could have been a natural disaster, which, once gone, it's gone. But even if the danger can still return, how many people will say: "Nay, no need to heal me, we're all going to die anyway, so you can get the hell away" or "Yeah, you healed me, now what? I can still die"?
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<div class="messageboard-quotee">Satrapa wrote:</div><blockquote><br />
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High rewards... because every village is rich and everyone holds sack of gold for adventurers to give it for minor healing...</blockquote><p>Higher rewards doesn't imply 1000 GP per person. It can be ownership of their lands or whatever. Obey or die.
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Also, what is minor healing for an adventurer may be full healing for a commoner.
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<div class="messageboard-quotee">Satrapa wrote:</div><blockquote><br />
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Remember also that witch is not cleric. Healing witch don't do it the same way that cleric or druid do. The first association to witches are curses. So people should be afraid of them and often expect some drawback of this healing or be afraid of it.
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Remember that helping pregnant women, minor healing, love elixirs and so on didn't prevent situations like. "I have bad luck its witch's fault! She cursed me! Burn her!" or "Our lord is fatally ill it have to be witch's doing! Burn her to cure our lord!" and so one.
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</blockquote><p>Witches also don't run around with a sign saying "I'm a witch". Especially if there are such prejudices around. And even if they did, once people see that a given Witch saved their life they will probably think it twice before rising forks and torches.Dissinger wrote:If the witch is lawful good, then yeah. But even a chaotic Neutral Witch would turn right back at you and fire off "Fix it yourself". Even the promise of a greater reward isn't enough for healing 200 some odd people. And that's a light estimate.
That kind of character wouldn't even take that Hex, since if she needs healing for herself and/or her few companions she can do it via normal spells and magic items, without "wasting" a Hex for something that could have been more...Irrlicht2009-12-01T14:28:40ZRe: Forums: Round 2: Summoner and Witch: Hexes Range and Times/DaySatrapahttps://paizo.com/threads/rzs2k7b0?Hexes-Range-and-TimesDay#52009-12-03T13:17:52Z2009-12-01T14:03:55Z<p>If there is village full of wounded people healing them wouldn't prevent them from being scared and wouldn't prevent danger. If something can wound lot of people it can also kill them ant its not so easy to "heal". So darkness thrives, people are grateful but not saved.
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High rewards... because every village is rich and everyone holds sack of gold for adventurers to give it for minor healing...
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Remember also that witch is not cleric. Healing witch don't do it the same way that cleric or druid do. The first association to witches are curses. So people should be afraid of them and often expect some drawback of this healing or be afraid of it.</p>
<p>Remember that helping pregnant women, minor healing, love elixirs and so on didn't prevent situations like. "I have bad luck its witch's fault! She cursed me! Burn her!" or "Our lord is fatally ill it have to be witch's doing! Burn her to cure our lord!" and so one.</p>
<p>BTW. I have to read it again and again to find out the real difference between summoner, witch and mage/sorcerer and difference in niches they should hold.</p>If there is village full of wounded people healing them wouldn't prevent them from being scared and wouldn't prevent danger. If something can wound lot of people it can also kill them ant its not so easy to "heal". So darkness thrives, people are grateful but not saved.
High rewards... because every village is rich and everyone holds sack of gold for adventurers to give it for minor healing...
Remember also that witch is not cleric. Healing witch don't do it the same way that cleric or druid...Satrapa2009-12-01T14:03:55ZRe: Forums: Round 2: Summoner and Witch: Hexes Range and Times/DayDissingerhttps://paizo.com/threads/rzs2k7b0?Hexes-Range-and-TimesDay#42009-12-03T13:17:52Z2009-12-01T12:25:43Z<div class="messageboard-quotee">Irrlicht wrote:</div><blockquote> Well, think of whenever the party comes to a village (or city) full of people wounded by enemy/monster rampage. It's no more "Cleric, aid them at your best", it's "Witch, solve the problem", and we won't have the normal post-catastrophe scenario full of people with bandages and such, we'd have almost everyone walking around (altogh not at his full hp, maybe), which makes big difference and gives PCs the right to ask for high rewards without taking any risk or consuming any of their capabilities. I think that making it 3+Int mod. per day would change nothing for the party and would fix the all-healing problem. Or it could be a set amount of cure per day, like 3 or 4 hp per level per day, and no creature can benefit from more than 1 hp per Witch level each day (or something like that). </blockquote><p>If the witch is lawful good, then yeah. But even a chaotic Neutral Witch would turn right back at you and fire off "Fix it yourself". Even the promise of a greater reward isn't enough for healing 200 some odd people. And that's a light estimate.Irrlicht wrote:Well, think of whenever the party comes to a village (or city) full of people wounded by enemy/monster rampage. It's no more "Cleric, aid them at your best", it's "Witch, solve the problem", and we won't have the normal post-catastrophe scenario full of people with bandages and such, we'd have almost everyone walking around (altogh not at his full hp, maybe), which makes big difference and gives PCs the right to ask for high rewards without taking any risk or consuming any of...Dissinger2009-12-01T12:25:43ZRe: Forums: Round 2: Summoner and Witch: Hexes Range and Times/DayIrrlichthttps://paizo.com/threads/rzs2k7b0?Hexes-Range-and-TimesDay#32009-12-03T13:17:52Z2009-12-01T12:00:46Z<p>Well, think of whenever the party comes to a village (or city) full of people wounded by enemy/monster rampage. It's no more "Cleric, aid them at your best", it's "Witch, solve the problem", and we won't have the normal post-catastrophe scenario full of people with bandages and such, we'd have almost everyone walking around (altogh not at his full hp, maybe), which makes big difference and gives PCs the right to ask for high rewards without taking any risk or consuming any of their capabilities. I think that making it 3+Int mod. per day would change nothing for the party and would fix the all-healing problem. Or it could be a set amount of cure per day, like 3 or 4 hp per level per day, and no creature can benefit from more than 1 hp per Witch level each day (or something like that).</p>Well, think of whenever the party comes to a village (or city) full of people wounded by enemy/monster rampage. It's no more "Cleric, aid them at your best", it's "Witch, solve the problem", and we won't have the normal post-catastrophe scenario full of people with bandages and such, we'd have almost everyone walking around (altogh not at his full hp, maybe), which makes big difference and gives PCs the right to ask for high rewards without taking any risk or consuming any of their...Irrlicht2009-12-01T12:00:46ZRe: Forums: Round 2: Summoner and Witch: Hexes Range and Times/DaySatrapahttps://paizo.com/threads/rzs2k7b0?Hexes-Range-and-TimesDay#22012-11-15T22:16:52Z2009-12-01T11:43:27Z<p>I might be wrong but I think that its witches nature to be able to use hexes on any number of creatures. It sounds powerful for healing common folk but for adventurers group it's not so powerful but gives great fluff advantage (helping commoners don't give direct power, but can be helpful).
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Some unlimited powers also makes sense military-wise. Why should caster appear on the battlefield for 1-5 minutes, cast few spells and go home because he cannot do anything more?
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If witch can use hex on 1 person at time and 1 time on 1 person per day its enough to balance it.</p>I might be wrong but I think that its witches nature to be able to use hexes on any number of creatures. It sounds powerful for healing common folk but for adventurers group it's not so powerful but gives great fluff advantage (helping commoners don't give direct power, but can be helpful).
Some unlimited powers also makes sense military-wise. Why should caster appear on the battlefield for 1-5 minutes, cast few spells and go home because he cannot do anything more?
If witch can use hex on 1...Satrapa2009-12-01T11:43:27ZForums: Round 2: Summoner and Witch: Hexes Range and Times/DayIrrlichthttps://paizo.com/threads/rzs2k7b0?Hexes-Range-and-TimesDay#12012-11-15T22:16:52Z2009-12-01T11:28:59Z<p>Did I miss it or some Hexes lack the description on how many times per day they can be used and at which range?
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For example, Death Curse is something virtually devastating if it can be used once per creature and has no range, or if it can be made at distance anyway and any number of times per day (except not twice to the same target).
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Eternal Slumber is a bit more balanced, since it's touch, but if it can be used once per creature as well it's something demolishing.</p>
<p>I mean, whenever an average fight starts, a Witch could kill 1/3 of the foes with Death Curse and knock out another 1/3 with Eternal Slumber.
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An encounter literally trampled by just one PC with only TWO Hexes (plus any other that she could use after them), and she could do the same on any following fight of the day.</p>
<p>Also, something like Healing/Major Healing once per creature would make Witches become the common-folks cure-dealers. Dark times would be a lot less dark with a witch around that can cure (at worse) 1d8+1 to anyone.
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Wouldn't it be better to let it be something like 3/day + Int modifier (leaving or removing the 24 h limit per creature can be a different matter, but it just seems too much, to me, that it can be used once per creature for every living being every day).</p>Did I miss it or some Hexes lack the description on how many times per day they can be used and at which range?
For example, Death Curse is something virtually devastating if it can be used once per creature and has no range, or if it can be made at distance anyway and any number of times per day (except not twice to the same target).
Eternal Slumber is a bit more balanced, since it's touch, but if it can be used once per creature as well it's something demolishing.
I mean, whenever an...Irrlicht2009-12-01T11:28:59Z