Words of Power Discussion


Round 2: Words of Power Discussion

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James Jacobs wrote:

I don't want to see this playtest devolve into bickering and snide comments. Please keep focused on the playtest and don't use them as a way to snipe at other games, other play styles, or other posters.

I've removed a post already that crossed this boundary.

EDIT: Make that two posts.

Please be good to each other.

I agree. So far the playtest has been half complaining and half constructive feedback.

Its to be expected though when ever anything new comes out, but people could be a lot nicer about their posts thats for sure.

Paizo Employee Director of Game Design

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Drack530 wrote:

I agree. So far the playtest has been half complaining and half constructive feedback.

Its to be expected though when ever anything new comes out, but people could be a lot nicer about their posts thats for sure.

Thats the way it always seems. One of the things I have learned from this process is that the folks with a beef about something seem far more numerous and loud than those who think its pretty cool or are enthusiastic about it. This does not even take into account the folks who think they can do everything better than us and are on a mission to prove it. Funny enough, I draw constructive feedback and ideas out of all of these groups.. some are just driving me mad a little faster than others.

Jason


Jason Bulmahn wrote:
As Lead Designer, I have decided that a part of each of our books is going to be spent exploring new ground. This is important for the game to grow and evolve. You are not going to fall in love with every one of these expansions, but its your game and that's ok. You can choose not to use it.

I know it's a OT, please forgive me, but that means you're considering alternate combat system as well for Ultimate Combat?


ok, Ive read it and at first I've understand nothing of the mechanics... As already stated some example would help a lot, I've understand the mechanics by reading the forums... ;)

In fact it's simpler that it looked... You have some words in your spellbook, you can combine them for a cost, the spell slot you use is either the level of the highest word level or the level of the combination, whichever is the highest...

It will need some prep from the player (having the table for total points/spell level in front of you is the first things :p )
But with some experience it can go smoothly enough...

I think it's a very good variant of the vanciant spellcasting...

It can work for both sorcerer AND wizard, flexibility is good for everyone, even if wizards still have to prepare their spell in the morning (yes, no time loose in combat, spell for wizards are still prep ahead)... And sorcerer will only have a limited pool of words so... :)

BUT : The Word Burning feat look like it is essential, why making it a false "optionnal feat" ?

Liberty's Edge

Jason Bulmahn wrote:
Drack530 wrote:

I agree. So far the playtest has been half complaining and half constructive feedback.

Its to be expected though when ever anything new comes out, but people could be a lot nicer about their posts thats for sure.

Thats the way it always seems. One of the things I have learned from this process is that the folks with a beef about something seem far more numerous and loud than those who think its pretty cool or are enthusiastic about it. This does not even take into account the folks who think they can do everything better than us and are on a mission to prove it. Funny enough, I draw constructive feedback and ideas out of all of these groups.. some are just driving me mad a little faster than others.

Jason

That's simply human nature. People only say things when something is wrong. Otherwise they just go about things without making waves.

The trick is ignoring the naysayers and weeding out the actual data from the hearsay and conjecture.


Jason Bulmahn wrote:
Funny enough, I draw constructive feedback and ideas out of all of these groups.. some are just driving me mad a little faster than others.

Here's something that'd be super useful in further testing-- clarify what's going on with wordburning in this thread over here. Then we can figure out if we can crazy overpack a spell with wordcount beyond its level or just pad them out to the maximum for the level. That'd be sooper.

-Ben.


Loengrin wrote:
BUT : The Word Burning feat look like it is essential, why making it a false "optional feat" ?

Because it's just the thin edge of the wedge. Once you're allowed to break up spell slots into individual "words" or "points", it's a slippery slope down into spell points and psionics. And from there....MADNESSS!!!!

;-)


Wordburning as written allows you to break up one higher-level slot per day into additional words for your lower-level slots. This isn't a slippery slope to the power points problem; the problem with power points was the psion's ability to use up all of their spellcasting ability on their highest-level powers each day.
Now if I could use wordburning to expend two or more lower-level slots to get extra higher-level slots, then we'd be on the road to the power points problem.

Shadow Lodge

Pathfinder Rulebook Subscriber

So far I've had the opportunity to sit down and go over this in depth only about once but what I've found I've enjoyed. As others have said it is complicated but, for me, not nearly as complicated as some other systems I have learned to game with. It will take some time to get used to but once I can stretch my legs with the system I'm fully expecting it to be favorable, for me, over the standard system.

I am impressed that it seems I can still use regular old metamagic feats and, in general, how well this should work within the established system. WoP still uses spell levels so everything that refers to spell levels is still relevant.

I would be curious to know the design decisions that went into putting little bits of flavor, such as the 1 round staggered condition, into words like Frost Fingers instead of making a 1 point staggered condition word.

Personally, I'm not even concerned about the standard game spells that I can't produce. Thinking about this issue in "fluff" terms all of the spells we know and love have been around for hundreds if not thousands of years. That would allow mages to tweak, refine and streamline spells to get more juice out of them. Like an engine. Going back to the building blocks removes some of that streamlining but gives so much more flexibility that I think the trade-off is well worth it. Sides' you can always take Versatile Word Caster to round out your spell casting. Haste alone is worth that.


Hargert wrote:

Just looked it over and I will be rolling a couple of test characters up to see how they feel. Looking forward to taking one out for a test game.

On a flavor note it would be interesting if it listed out what the words were. So people could have the completed spells given in words and not a large bust acid wave.

This was the first thing that flashed into my brain as a excitedly scanned the PDF. All the "words" just seem very meta-gamey in their delivery. That certainly helps a player who has been around a long time, absorb them faster. But on a flavor level they left me cold.

Where are the ten-dollar, bibliophile, endangered species, latin-greek, spelling bee words that got me beat up in grade school? Those are the words that say "word-caster" to me.

Edit - after reading more in-depth, the system itself looks like it could be great fun, especially with the way word categories might be limited to certain spell casting classes or even specific words in those categories. I have never really wanted to play a sorcerer because the limited spells known always felt very stifling, but with this system, I would seriously consider it.


Jason Bulmahn wrote:


Thats the way it always seems. One of the things I have learned from this process is that the folks with a beef about something seem far more numerous and loud than those who think its pretty cool or are enthusiastic about it. This does not even take into account the folks who think they can do everything better than us and are on a mission to prove it. Funny enough, I draw constructive feedback and ideas out of all of these groups.. some are just driving me mad a little faster than others.

Jason

spoiler:

Hey, it's the internet. What can you expect.
I've been rude too. Not because I hate Pathfinder, you or anybody else.
I think it's because I'm passionate and....it's the internet.
At times one post first and then reflect on what you actualy wrote.
I'm not saying it's OK, but it happens.

It's nice you in spite of all this have the ability to "draw constructive feedback and ideas out of all of these groups". :-)


I just downloaded it, and after a quick read, I have to say I love the idea. The concept takes the best of both spell points and the vancian level system. Some of the options seem rather limited, but I'm sure that is at least partially due to this being a play test and not the final product. Personally I'm glad this isn't going to look like the Spell Compendium; that was a good book, but really many of the spells were not all that great or properly proofread. I love that this book will have both new spells, and an alternate spell casting system; it reduces the sheer spam of spells while providing positive options for those looking for different variants on spell casting.


I like the concept. High-level spellcasters tend to be the most versatile characters in gaming, and this system exponentially enhances that versatility, assuming the end word list is a lot more expansive. I don't know that I'd allow it in gameplay though (at least, not without some serious restrictions), simply because I'm already having nightmares about the party's wizard spending ten minutes every round looking for the perfect word combination for a given scenario.
If I had a player that had the time to learn these front and back and be able to pop of crazy word combos on the fly, that would be awesome, but I run a game in college and none of my gamers even have time to learn how to use their feats properly, let alone an entirely new spellcasting system.


Also, as far as giving what the actual words of power are, I'm glad the playtest doesn't, and I hope the book doesn't either. It never made sense to me in certain magic systems (i.e. Harry Potter) that magic words are the same for everyone. Maybe in organized schools of magic, where the same methods have been passed down for centuries, it makes sense that everyone uses the same quasi-latin, but what about the sorcerers that likely taught themselves? They would have entirely different word associations with the effects, and that's not even taking different languages into account.
Such is my opinion.

Dark Archive

Was really looking forward to this system, and still am! I love new direction, new takes, and improvements upon the written and assumed conventions of fantasy roleplaying.

That being said, breaking up spells into components, I find refreshing, and as a GM, very useful and, pretty much, awesome. There is of course some things that I'm not sure how they will play out, if they are balanced, etc., but I know that's why the book isn't out yet, it isn't finished.

I am a little disappointed as I was hoping instead of just Target and effect, there would also be words for duration, save, strength, bonus effects, etc.

I guess the last two years I've been really spoiled by the Mutants and Masterminds system of powers. Something I just love is the ability to control EVERY aspect of the ability, even how many times per day, time to cast, if it needs components, etc.

I would love to see feats or words that make a spell stronger but increase casting time or component cost, or ones that add a negative effect but make it better in other ways.

Heck, I'd love to see the a system where it isn't based on spell level, but just raw spell power or word points, or more so, a system that does not limit a spell caster to spells per day. But, I digress.

All in all, i still enjoy the concepts, originality, and use of the system. Not sure if I or my players will use it, that remains to be decided by the finished product, but I am very happy this option will be given, and I really applaud you guys not focusing too much or just building more and more extra rules and options (spell) for pre-existing things (systems). Thank you.


I don't know if I'm posting in the appropriate area, but I'll give it a shot.

To ease in the problems with cross-checking between tables, and to allow a full spell-list to be more viable, would it be acceptable to remove the minimum spell level requirements to cast certain effects?

For example fire blast (which is wizard/sorcerer 3) (which of course does 1d6/level fire damage, save for half). I see clear reason why a single target spell (costing 6 points) would not be a legal second level spell when the second level word cost limit is 7. Perhaps this is an oversight on my part, but as a 5th level wizard (therefore being eligible to learn the fire blast word), would it truly be unreasonable for such a caster to limit the target parameters to create a lower level spell than fireball? (I think we can all agree that more targets, generally, equals a higher level spell. Why can this equation not work in the opposite?)

The system as it is sticks the second level spells to always do Mass 5d6 fire. I believe it would also be reasonable to do 10d6 fire to a single target.

Also, in case my other post was in a similarly improper place:
Is is possible for a Words of Power spell to have multiple targets (such as the four ten foot areas) for a spell (such as druid's vampiric sting which deals damage to a touched target and then heals the caster the same amount of HP)?

That is all. I love the system so far!


Looking this over I too thought is was really complex before I played around with it and made some spells (and read this board). Now I do not find it that complex but I have noticed a few things:
1) the low level words tend to be pretty weak compared to low level spells. I am not sure what is needed here, but certainly better durations on the mage armor spells is a minimum. Maybe a slightly lower cost on some of them?
2) Targeting costs are really off, it costs far too much for the cone and burst effects. These need to be lowered.
3) The levels are not needed, why not simply limit the spell to the cost and not the level? This might be screwed up with word burning of course, but maybe something could be done with that to have it make sense.
4) As it is word burning is a required feat, no sane word caster would be without it so it should be part of the system. In fact the word burning seems so integral to the play of the system that I feel that a word caster should get to word-burn once/day for every five levels so that a 20th level caster can burn 4 9th level spells per day to augment the lower level spells. In fact greater amounts of word burning (maybe even a built-in word burning type pool that accumulates with level, maybe two-three points per level) would work better than actually using up spell levels. A 20th level word caster would have 40-60 "word points" to use to build-up his spells. I am not sure if that is too much or not enough, but that can be worked out easily.
5) Give a bunch of examples to make it easy to catch on fast!


I think this system is brilliant. It appeals to me greatly as it models more of the flexibility that is seen in fantasy literature. I have always felt confined by spell lists, not because they're insufficient, but because they're rigid. Why couldn't a caster mold his spells to unique situations? Now you can!
I agree that giving each word a name would be a lot of fun for flavor, like how the Diablo 2 expansion has named runes for gear. I honestly wouldn't tell my DM that I cast "mir thak dalar" or whatever, but it would be fun to think about. That's my two cents. Keep it up, Paizo. I love what you're doing with Pathfinder!

Sovereign Court

As far as balancing goes between WoP and standard spellcasting I think this system should function just fine. Even among the normal spell lists of any d20 system there are always spells that are considered to be plain better than others, while most are circumstantially better than each other. Damage in WoP seems to be rather streamlined, with all the damage types having basically the same progressions with the occasional bonus effect based on the element, and I like that.

I have one concern and a couple suggestions for the system. The playtest gives us a decent chunk of words to work with but they are all combat oriented and I'm having trouble visualizing this system working in the abstract universe of utility spells. I imagine mage hand will be the first step under a telekinesis type and some are easily handled, but how well will WoP deal with the more obscure and unique spells such as Know Direction, Beguiling Gift, Negate Aroma, etc. I can handle giving up some things for the incredible versatility of creating spells but I am concerned about the out of combat words of power. (I haven't read through all the comments so I don't know if this has been discussed already)

My suggestion is as follows.

As a means of simplifying the system further damage should be it's own category (1d3, 1d4 (max5d4), 1d6(maxd6), etc) and have the damage types/elements be another, with each element having a 0 cost form (it is an attack of that type) and a boosted form or two (ie: boosted fire lights targets on fire, boosted cold reduces speed, etc).

This way you set the total damage and divide it among different elements rather than adding different elements with their own damages and effects. Personally I think this would be more balanced over all.

An example of a current WoP spell compared with what I am speculating.

Firebolt (a fire and lightning single target damage effect)
Single target: cost 0
Burning Flash (level 1 word) cost 5: 1d4 fire damage/caster level max 5d4
Shock Arc (level 1 word) cost 5: 1d4 lightning damager/caster level max 5d4

total cost of 10 for a 3rd level word. Final effect is make a reflex save or take 1d4 fire and 1d4 lightning per caster level, maxing at 5d4 of each.

This spell starts out too powerful for a normal 3rd level, dealing maximum damage as soon as it can be cast with no scaling, but is also weaker in comparison to fireball or lightning bolt, which max out at 10d6 to many targets as a spell of the same level. All in all, this spell doesn't stack up very well and I do believe I designed it as per the rules.

My variation one the system

Firebolt (a fire and lightning single target damage effect)
Single target: cost 0
Damage 1d6/per (max 10d6) - 3rd level word: cost 5
Fire element boosted, deals fire damage and reflex save or the enemy catches fire - 2nd level word: cost 2
Lightning element boosted, deals lightning damage and fortitude save or stunned for one round - 2nd level word: cost 3

total cost of 10 for a 3rd level word. Final effect is a ranged touch attack against a single target dealing 1d6 fire and lightning damage per caster level, max of 10d6, and causes a reflex save else catch fire and a fortitude save else be stunned for one round.

This is a more powerful spell in line with other 3rd level spells, having two added effects from the boosted elements, with one costing extra due to being an additional element. On one hand, this means more words per WoP to make them function, a minimum of three (target, damage, element), but I think the concept could end up a bit more balanced, simplified, and equally versatile in the long run.

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