July 14, 2015 Comic: Seeing Ahead Of Yourself

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The Wyrm Ouroboros
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Re: 7/14/2015 Comic: Seeing Ahead Of Yourself

Post by The Wyrm Ouroboros » Wed Jul 22, 2015 5:13 am

nikohl wrote:Conversely, having it permanently-on via an item in the 'eye' slot (which is an underused item slot and therefore extra-nice) and with no expenditure of a valuable high level spell slot is, even if your DM is the type to just say "duck" when a barrage of truestricken slaying arrows are incoming rather than give you the RAI round-by-round feedback on your stated considered actions in addition to warnings of impending combat-based doom, to use the parlance of our times... amazeballs.
I wouldn't start going to 'RAI' on that one; most GMs might give a certain amount of guidance in the non-rolled-cases anyhow. Look at what it actually does: provides +2 AC, +2 to Reflex saves, and the character can't be surprised or caught flat-footed, but they can't be grabbed, etc. (i.e. lost their Dex bonus). While the only things I can find in my copy of Hero Lab (hey, I don't have a ton of stuff bought) that give the latter two advantages are the Robe of Eyes and the Sihedron, a +2 AC bonus and a +2 to Reflex saves ain't all that - Amulet of Natural Armor +2 (8000gp) for the former, Cloak of Resistance +2 (4000gp) for the latter, and that one gives a +2 to all saves.

Going back to the RAI thing, though, the only things the GM is really going to have to give advice on are natural events - 'you might not want to be standing right there in about ten seconds' when a lightning bolt is due to strike there, or 'you need to get off this part of the wall right now' when a giant-thrown boulder will hit that part of the wall, causing it to collapse. IMO, the thing isn't going to be able to be used 'for' someone else, only for yourself, so it'd really be a limited version of the spell.

I dunno. You could just say that that's the vague general effect, and that it uses similar divinations. Or even just clip out the surprise/flat-footed part, make it 'attacks that are directed specifically at me', and poof, you have something that gives only the aforementioned +2 AC & +2 Reflex Saves. That undoubtedly makes more sense for a L3 monk, mmm?
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Re: 7/14/2015 Comic: Seeing Ahead Of Yourself

Post by nikohl » Wed Jul 22, 2015 5:41 am

I'm at work so don't have much time to go into it (will pop back later) but the +2 bonuses are widely considered to be absolutely irrelevant to anyone of a level high enough to cast the spell. I mean heck, you can cast it with someone else as the target and they don't even get those bonuses, they -just- get to be the source of the warnings. That's proof enough to me that the warnings are the important bit and the tiny, tiny bonuses are the crappy icing on the badly-worded cake.

Edit:

Okay, now I'm back from work.

Further to the above - the spell description says instantaneous warnings of impending danger - any GM restricting that to natural events or physical attacks is being a doof. It should, RAW as well as RAI, warn you if your tea's too hot to drink just as you choose to pick up the cup but before you bring it to your lips. It would warn you that there's a trap on the door you're about to foolishly blunder through. It will (which is why most people use the spell) also warn you that the big bad guy is about to teleport in with all his goons and mess you up. But the whole point of the spell is that it is a powerful sixth sense and gives you general ideas about what action to take to best protect yourself along with the warnings you get about impending danger... the +2 insight to AC and reflex saves are literally an afterthought at the end of the sentence detailing all the good stuff about the spell. It's just a shame that a lot of GMs skim-read the actual text (where in this case the functionality of the spell is described) and only pick out the glossary-defined rules words like "never flat-footed" and "insight bonus", which are meant to be the secondary effects. The spell could have been written better, with that in mind.

Anyway, as far as your custom item: I like it, and I agree that a +2AC and +2 to reflex saves item is fine for a L3 monk, specifically Thaco. Even retaining the no-surprise/no-flatfooted part as described in 'Foresight' would not be too overpowered. It's good, probably "too" good for standard campaigns and a little outside of Thaco's technical price range, but it's not inappropriate given the scarcity of coins and goods (and shops) in the Goblins world right now, and certainly not outlandish compared to a lot of the other 'custom' items we've seen people wielding and the power level of the "game".

I just disagree (strongly) with the sentiment that an item with those crunch-based bonuses gives the same benefit as a constant 'Foresight' spell - firstly because the whole point of 'Foresight' is the actual foresight, not the mediocre buffs, so the assertion is factually wrong - and secondly because if it DID give the benefit of a constant 'Foresight' spell, the Item Creation Rules suggest it should have at minimum a base price of 688,500GP based on a 17th level caster, which is reduced to 481,950GP if it is restricted to and only usable by monks. Far, far outside the standard WBL allotment of a 3rd level character. :lol:

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Re: 7/14/2015 Comic: Seeing Ahead Of Yourself

Post by Orzahn » Wed Jul 22, 2015 12:12 pm

What if it only works as long as the Golems are still active? So all advantages dissapear when the last golem falls
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Re: 7/14/2015 Comic: Seeing Ahead Of Yourself

Post by Krulle » Wed Jul 22, 2015 1:10 pm

Or it is bound to the room...
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Re: 7/14/2015 Comic: Seeing Ahead Of Yourself

Post by The Wyrm Ouroboros » Wed Jul 22, 2015 11:40 pm

nikohl wrote:*lots of very, very, very sensical stuff clipped*
Oh no, I understand exactly where you're coming from; Foresight was just the first spell I could manage to find that gave you any kind of short-term precognition. If there's another one, by god I'd love to know what it is, or even to create one, just so that it could be used for this item...
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Re: 7/14/2015 Comic: Seeing Ahead Of Yourself

Post by nikohl » Thu Jul 23, 2015 3:08 am

This, maybe? http://www.d20srd.org/srd/psionic/power ... Intent.htm <- an item with this power imbued and always active plus a +2 insight bonus to AC would be sort of what you were looking at, and not overpowered for a level 3 character's only piece of gear. It's psionic, though, and only works on things whose minds you can essentially 'read' - I wouldn't think it would work on these golem thingies Thaco is currently facing for that reason, but for crafting a similar item it's a start.

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Re: 7/14/2015 Comic: Seeing Ahead Of Yourself

Post by ForgetsOldName » Thu Jul 23, 2015 12:56 pm

Back before many of you were born and 2.0 was under development, I used to play a game called Champions. It was bought by a competitor and squelched. Although it was primarily known as a superhero game there was a spinoff that was used for fantasy RPG. It was criticized because characters tended to be very powerful, and the reason was that the intent of the game was for players to be able to create and play any power you could think of. After using it for a while and writing some of these really odd powers and spells, you started to think of things a bit differently.

If I were to write up these blindfolds I'd have a few questions. I might start with telepathy with advantages, namely, it's always on, there's no roll, it works for things that have no minds (this is not clear--can he see the ceiling about to collapse on him?), it works for anything and anyone in your range of vision.. And there would be many disadvantages. It has a focus object (the blindfold) which can be taken away, it interferes with normal vision, it's obvious to anyone who sees it that something odd is happening, it only works on things you can see, you only get a small class of thoughts--thoughts about what visible thing the target will be doing next. Other possible ways to do this would be unable to be surprised and always surprises (two other standard powers), or even faster than light travel or teleportation. I would determine which of these powers would be a good base power by asking questions like the one about ceiling collapse. Also whether it only works in this room, only against these guys, whether it only works for a monk, whether he's blind fighting otherwise.

The cool thing about this system is that every power, combination of powers, advantage, and disadvantage had point costs and cost multipliers associated with it, and someone had already gone through and created all the standard DnD type spells and assigned points to them. They also picked their point values so that the first level DnD spellbook spells all came out roughly equal. It's kind of amazing the fun stuff PCs will come up with if you give them some sort of oddball item like an Anymug, which feels like a toy but turns out to be insanely powerful in the hands of a smart dwarf. I think that's why people thought Champions was overpowered. It's like the pyromancer who asks "Can I heat his left eyeball up 25 degrees?" instead of wasting her time on fireballs.
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Re: 7/14/2015 Comic: Seeing Ahead Of Yourself

Post by The Wyrm Ouroboros » Thu Jul 23, 2015 11:47 pm

ForgetsOldName wrote:Back before many of you were born and 2.0 was under development, I used to play a game called Champions. It was bought by a competitor and squelched. Although it was primarily known as a superhero game there was a spinoff that was used for fantasy RPG. It was criticized because characters tended to be very powerful, and the reason was that the intent of the game was for players to be able to create and play any power you could think of. After using it for a while and writing some of these really odd powers and spells, you started to think of things a bit differently.
HERO System? HERO is in its 6th edition, and has been continuously published since I started playing it back in the late 80's / early 90's, when it was on its 3rd Edition and (from what I recall) was still owned by Iron Crown Enterprises, aka I.C.E. To my uncertain knowledge, it has never been squelched, because though GURPS became more famous (based off its shameless commercialism), HERO had done it first - and I believe had done it better. (I still prefer 5e, but 6e has a few things that are definitely interesting.)
ForgetsOldName wrote:If I were to write up these blindfolds I'd have a few questions. I might start with telepathy with advantages, namely, it's always on, there's no roll, it works for things that have no minds (this is not clear--can he see the ceiling about to collapse on him?), it works for anything and anyone in your range of vision.. And there would be many disadvantages. It has a focus object (the blindfold) which can be taken away, it interferes with normal vision, it's obvious to anyone who sees it that something odd is happening, it only works on things you can see, you only get a small class of thoughts--thoughts about what visible thing the target will be doing next. Other possible ways to do this would be unable to be surprised and always surprises (two other standard powers), or even faster than light travel or teleportation. I would determine which of these powers would be a good base power by asking questions like the one about ceiling collapse. Also whether it only works in this room, only against these guys, whether it only works for a monk, whether he's blind fighting otherwise.
Hate to say this, but you, good sir, are violating the Second Rule of HERO System: "Ask what it DOES, not what it LOOKS LIKE." (The first rule is 'If it's not actually a disadvantage, you don't get points for it.") What this LOOKS LIKE (so far as we are aware) is that it gives a very, very short glimpse into the future, which might be built as:
HERO 6e wrote: Precognitive Clairsentience (Sight Group), Rapid: x10, Reduced Endurance (0 END; +1/2) (64 Active Points); Precognition Only (-1), OAF (-1), Limited to Only One Phase (-3/4), No Range (-1/2): 15 points
Toss 'Independent (-2)' in there (which means it can be taken away from you permanetly), and you're down to a 10-point cost. That said, we can't really answer the question Rule 2 tells us to ask: we don't know what this blindfold actually does, only what it looks like. Does it improve your defense? Your offense? Can you choose which? We really don't know yet, so for all practical purposes, we can't build the gizmo, only guess.

But whatever it is, in both HERO system (and for practical purposes, Pathfinder), we should be watching what it does, not what it looks like it's doing in order to do what it does.
ForgetsOldName wrote:The cool thing about this system is that every power, combination of powers, advantage, and disadvantage had point costs and cost multipliers associated with it, and someone had already gone through and created all the standard DnD type spells and assigned points to them. They also picked their point values so that the first level DnD spellbook spells all came out roughly equal. It's kind of amazing the fun stuff PCs will come up with if you give them some sort of oddball item like an Anymug, which feels like a toy but turns out to be insanely powerful in the hands of a smart dwarf. I think that's why people thought Champions was overpowered. It's like the pyromancer who asks "Can I heat his left eyeball up 25 degrees?" instead of wasting her time on fireballs.
Actually, they built their powers so that if it was very useful, it was very costly, and if there were several ways to do something, it would cost approximately the same amount - witness the cost of a hand-to-hand attack with the Ranged benefit (a thrown knife) or just a straight-up ranged attack - both were 5 points. HERO never cared about 'levels' the way other games did; after all, 20d6 is 20d6, whether it's a 1st level spell or a 9th.

As well, HERO had built-in brakes. Sure, a Variable Power Pool became very dangerous in the hands of someone who knew a) how to use it, and b) how to describe their choices within the metaphor they were required to describe it as. As someone on the foremost-but-now-sadly-spare HERO system site Hero Central (http://www.herocentral.net) used to complain about it in the hands of a certain someone (me), 'A Variable Power Pool is an Ultimate Power Pool, I guess.' Because many, many things can be described under the aegis of ... 'fire magic', or 'psychics', or 'magnetics', or whatever. Unless you paid for that flexibility (and yes, you paid through the nose), though, the power you bought did exactly what - and for the most part, ONLY what - you paid for it to do. Unless you bought it to circumvent a wall, you couldn't make your Flame Spear go around it; you had to put a hole in the wall first.
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Re: 7/14/2015 Comic: Seeing Ahead Of Yourself

Post by DragonStryk72 » Fri Jul 24, 2015 12:40 pm

The Wyrm Ouroboros wrote:I just want to see a 3.5/Pathfinder writeup for the cloths. I have a hobgoblin monk who'd love one.
In Pathfinder, it would be referred to as an "insight" Bonus to AC, giving you that extra moment of knowing where the blow is coming from just before they do it. They also have insight bonuses to hit, as was attached to The Stag Lord's Crown in the Kingmaker Adventure Path. It is definitely a cool item.

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