Suggestions for bardic lore on 04/02/2015 09:23 AM CDT
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I don't even know if this is possible, but what about using bardic lore to give us meta spells without magic? I'm thinking of khri-like abilities that we turn on and it diminishes concentration (thus limiting the number of active abilities at once) and uses a small amount of mojo to activate. Bardic lore affects how easy it is to turn on, reduces the mojo cost, and reduces the refractory period. Performance affects duration/power/integretiy, and affects how many we push out simultaneously. The skill trains both bardic lore and performance, giving a heavy weight to the former.

Practically speaking it's a prep like symbiosis for cast spells, and a one-time activation for cyclic spells. Cyclics give you a flat concentration reduction while they run.

This let's us take advantage of our magic secondary status while retaining the thematic "bard" of old.


Some ideas:

* Siren's call (modifies Abandoned Heart) Adds a spawn bonus to the room. Thematically, you entice the creatures to their death.

* Lingering pack (modifies Aether Wolves): Aether wolves continues to pulse (1-3 times) after the effect has ended.

* Serenity (modifies Alberda's Balm): Enhances the calm effect into utter serenity, causing a severe shock (nerve damage or stun) if broken out early.

* Naga's Blessing (modifies Blessing of the Fae): Adds a debilitation affect that is a periodic disorient. Causes creatures to stop advancing, to stop facing, and breaks watch effects.

* Charismatic endeavor (Modifies Faenella's Grace): Gives you a charisma boost that stacks with other boosts; however, it's used solely to benefit prices, teaching ability, and learning rate while being taught. Replaces bluff amaze.

* Searing heat (Modifies Caress of the Sun): Adds a cast creatures option to caress and adds a burden/fatigue hits for everything.

* Subdue (Modifies Damaris' Lullaby): Sleeps everything in the room.

* Concussive maelstrom (Modifies Deseret's Maelstrom): Adds a TM component that slices at the skin.

* All-seeing eye (Modifies Eye of Kertigen): returns the perception boost.

* Defiance (modifies Harmony): Adds a one-time anti-stun ability. Replaces scream defiance.

* Healer's art (Modifies Hodierna's Lilt): adds the FA boost back.

* Bluff (Naming of Tears): You magically appear to be dead if stunned, incapacitated, knocked down, calmed, or slept. Replaces bluff dead.

* Mantle of Rebirth (Modifies Phoenix's Pyre): Wraps you in a fiery aura. Does fire damage to someone/thing that attacks you, and with enough power may cauterize your own external wounds.

* Shroud (Sanctuary): Sanctuary is now person oriented rather than room oriented. You shroud someone in a dome of light that prevents them from being engaged, targeted, or located. Anything at melee range is trapped in the dome with them.

* Thunder (Modifies Breath of Storms): Adds a half-power concussive shockwave that does impact damage after the cast (longer delay the further away the target is) (replaces scream conc)

* Chorus of the Muse (Modifies whisper's of the muse): equally buffs all crafting skills withing (performance/15) ranks of each other (reward the dedicated crafters).

We can choose the meta-abilities/feats much like we could regular spells. They would require the base spells, obviously, and perhaps circle/bardic lore/performance requirements. All learn like song scrolls. Some may be purchased. Some only found in drops. Perhaps even a specialization such that we can't learn all feats by level 150 to offset their power, and limited ability to forget feats (similar to barbs).
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Re: Suggestions for bardic lore on 04/02/2015 11:13 AM CDT
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This is a great idea for making bardic lore into a useful skill.

It really feels "lore" powered since it's specific bardic knowledge that allows you to "power up" spells and enchantes.






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Re: Suggestions for bardic lore on 04/02/2015 03:00 PM CDT
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I definitely dig these, but I think a bigger limitation than Concentration might be needed... Not entirely sure on that, since I'm still getting back into the swing of things, but it looks like a really long list of awesome and I'm a big "game balance" nerd. Maybe a hard cap on how many can be active simultaneously (and honestly, looking at the cool stuff you suggested, I'm tempted for that hard cap to be 1) or possibly a limit on how many a Bard can "know" at any given time, and they can visit Guildleaders or special Bardic Libraries (ooh, I like this idea...) to swap out what their memorized abilities are.

Also, we need a cool name for them.

I
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Re: Suggestions for bardic lore on 04/02/2015 04:25 PM CDT
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> Maybe a hard cap on how many can be active simultaneously

I tried to target our signature abilities, which means most of these are mutually exclusive.

> (and honestly, looking at the cool stuff you suggested, I'm tempted for that hard cap to be 1)

I think the limitation is innate, and it's definitely no worse than it is today.

Defiance Anti-stun buff is scream defiance.

Thunder is scream concussive.

Bluff is bluff dead.

Chorus is non-combat, so it wouldn't affect any of the above.

Most of the rest are tied to cyclic abilities, which can only be active one at any time. Maelstrom being the exception, but that one could be toned down or given a non-combat effect. Maybe boosting athletics skill or returning the clean up the room ability.

> or possibly a limit on how many a Bard can "know" at any given time,

That's also kind of a given. I think that in a perfect world these are all powerful and attractive, but no bard will learn them all. Some interesting choice with an occasional memory wipe.

> and they can visit Guildleaders or special Bardic Libraries (ooh, I like this idea...) to swap out what their memorized abilities are.

I like it. It kind of ties into the scroll idea. I think this should be "ancient knowledge" that's found in remote parts (doesn't even need to be a quest. You just have to go to this place you otherwise wouldn't care about and read the parchment). At worst, it's a random drop with rarity equal to the complexity of the spell it's modifying. Basic spells like lilt or fae would be teachable/buyable. Esoteric spells like abandon or pyre would be traveling to ancient libraries or dropped from creatures.
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Re: Suggestions for bardic lore on 04/02/2015 04:36 PM CDT
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Hmm. It's an interesting idea - it'd play holy hell with our slot costing scheme - and I like how it ties into forgotten lore. The main two problems I have, conceptually, with it are that it's a very passive skill (Which makes it hard to train as anything other than "Oh, you get this exp too" and it doesn't quite feel right to me thematically that we have signature Bard only spells that are then modified by forgotten lore that is Bard only. I'm not sure I'm explaining that quite right, but thematically it'd make more sense if it modified more general knowledge into something Bard specific (Metaspells for AP spells or something).

-Raesh

"Ever notice that B.A.'s flavor text swells in direct proportion to how much one of our characters is getting screwed?" - Brian Van Hoose
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Re: Suggestions for bardic lore on 04/02/2015 05:07 PM CDT
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Whoa, that's cool as hell.

Personally, I'd love to see bardic spells get a more flexible adjustment component. Good stuff!
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Re: Suggestions for bardic lore on 04/02/2015 05:10 PM CDT
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What if there was an 'unlock' to each spell (or some spells had some things placed over to the 'unlock' portion, like locksmithing for Drums, for example), and capitalizing on it costs mojo?

Mojo should be a more dynamic pool that we interact with more. Right now I pretty much only use it to WHISTLE PIERCING to train Bardic Lore, and every now and then Defiance or Havoc for giggles. If it was akin to Pathway Juice for Warmies, or favor for Clerics, we might get some more mileage out of it!
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Re: Suggestions for bardic lore on 04/02/2015 05:27 PM CDT
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> Hmm. It's an interesting idea - it'd play holy hell with our slot costing scheme

I think there's precedent for abilities acting as "slot-free" spells. Summons, infuse, whirlwind, glyphs, beseeches, etc.. I liked targeting cyclics because it alleviated much of this concern due to only being able to have one up at once, and it brought back some of that bardic feel.

> The main two problems I have, conceptually, with it are that it's a very passive skill

This is a good point. What about your meta spell idea? You activate your bardic ability with the base cyclic going, and the ability lasts for some amount of time based on your performance skill. It costs some amount of mojo based on your bardic lore skill and the spell it modifies (esoterics should cost more). There's a cool-down until you can use it again that's lowered by your performance and bardic lore. The power of the ability is tied to some combination of your magic, performance, and bardic lore.

> it doesn't quite feel right to me thematically that we have signature Bard only spells that are then modified by forgotten lore that is Bard only. I'm not sure I'm explaining that quite right, but thematically it'd make more sense if it modified more general knowledge into something Bard specific (Metaspells for AP spells or something).

What about this. You start by finding the right spell scroll. A scroll outside of your domain (Bards are the keepers of knowledge after all) or general knowledge. You read the scroll and get a scholarship check. If you pass, you're told that you recall an old story/song/fable/whatever about ancient bards in <some area> using magic of this nature.

* If you have the required spell, you're told that you believe that you too could weave this ability into your songs if you could only recall the missing pieces of the story/part of the song.

* If you don't have the required spell, you're told that you're at an utter loss in how this was possible.

Now you set off to find the tattered parchment, or stone writings, or song fragments to piece together the past. This is an always around item. You pick it up as a non bard and you see it as gibberish and ignore it OR you recall history in a certain room and you "write" down the history on your parchment.

two practical examples:

Care's bonus:

1. You buy a burden scroll while knowing care of the sun.

2. You read the burden scroll, let's say with 50 scholarship.

3. You evoke history in front of the temple and record how the workers who reconstructed it were weighted down even further by the heat of the sun. You think you can enhance the power of the sun to burden your enemies. You consume both when creating this combination.

Pyre's bonus:

1. You study a cleric's gleaming red and gold feather with a scholarship of ~300 and knowledge of pyre.

2. You evoke at murella's shrine or ask some phoenix NPC about history.

3. You combine the knowledge of the cleric with the power of fire to enhance your spell. You do not consume the feather, but maybe another spell scroll or song scroll instead.




AbilityRequired scroll
Lingering Pack Swarm or Wisdom of the pack
SerenityCalm
Naga's Blessingpoison, made by a thief.
Faenella's GraceSome tangible item from a trader
SubdueNissa's Binding
Concussive MaelstromTKT
All-seeing eyeclear vision
DefianceAnti-stun
Healer's artGift of life
Bluffsome trader ability
ThunderA barbarian's chakra
ChorusUnreleased trader scroll that matches one of your careers or hobbies.
Shroudinnocence


Mantle of rebirth, and care are listed above.




If you're concerned about the slot cost, then make these take up "memory" slots. They would be a straight copy of scrolls, but only for meta abilities. They behave similar to scroll slots (very thematic). Death would have a high penalty for bards though (maybe not a bad thing), and resurrection would be very important or you risk losing your slots and have to relearn them. High bardic lore makes it more likely to recall after death if you do die. the number of available slots would increase with wisdom and bardic lore.
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Re: Suggestions for bardic lore on 04/02/2015 05:46 PM CDT
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Lots of guilds have spellslot free abilities - Moonies with predictions (and arguably some forms of transportation), Paladins with glyphs/smite, Clerics with communes, Warmies with pathways (and partially weapons), barbs get whirlwind for having just skills (though that's a different bag, perhaps), rangers get beseeches, traders get speculate (hahahahahahah), and Empaths get different healing upgrades/perks (HoH, Unity, Manipulate).

There's no reason to make it insane, but having Mojo upgrade some of our cyclics or spells in specific ways would be neat.
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Re: Suggestions for bardic lore on 04/02/2015 07:46 PM CDT
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>What if there was an 'unlock' to each spell (or some spells had some things placed over to the 'unlock' portion, like locksmithing for Drums, for example), and capitalizing on it costs mojo?

This is more what I was thinking it could be.

If you have an enchante up and you have knowledge of the specific "enhancement" you can spend mojo to activate it similar to a WM pathway.

>it doesn't quite feel right to me thematically that we have signature Bard only spells that are then modified by forgotten lore that is Bard only

I get what you're saying here. But I think the lore behind the guild lends itself to "hidden knowledge" type things that aren't incorporated in the "official" version. The base spell is the easier version that is easier to keep secret and has been passed down through secrecy, but recent research into the history has found ways that the spells were more powerful in the past. There could even be some sort of danger/backfire component if you try to activate the bonuses without enough mojo or skill.




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Re: Suggestions for bardic lore on 04/02/2015 08:09 PM CDT
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As much as I would like more cool abilities like these, I'm not sure they fit with what the GMs want to do with the guild skills. Basically, it seems like more magic -- which should require magic skill and spell slots.

Of course, the GMs are in a tough spot because, really, what should the guild skills be doing if not magic-like effects? So far it seems to be single-fire abilities that are particularly sound- or charisma-based. Maybe we can do some of the listed abilities but more fitted in line with that model?

For example:

* Serenity: Single-time room calm, lasts for a few minutes. Can be used at the same time as any cyclic.

* Subdue: Single-time sleep of everything, lasts 30 seconds.
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Re: Suggestions for bardic lore on 04/02/2015 08:21 PM CDT
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> Basically, it seems like more magic -- which should require magic skill and spell slots.

What guild ability can't be reworded as a magic spell?
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Re: Suggestions for bardic lore on 04/02/2015 08:58 PM CDT
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>>> Raesh: thematically it'd make more sense if it modified more general knowledge into something Bard specific (Metaspells for AP spells or something).

You know, bards could probably use another TM spell but Strange Arrow is very similar to BOS. Maybe a meta-ability that allowed Bards to change the electricity damage of strange arrow to Frost or Fire?
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Re: Suggestions for bardic lore on 04/02/2015 09:01 PM CDT
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>>Maybe a meta-ability that allowed Bards to change the electricity damage of strange arrow to Frost or Fire?

Actually we have one, but for BOS. If you cast BOS with Will of Winter up, it changes to cold damage.
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Re: Suggestions for bardic lore on 04/02/2015 09:27 PM CDT
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I'm all for extra spell abilities. Love 'em. However, I'm pretty concerned about the spell slots aspect of this. Since more spell effects = higher spell slot cost, then what this is actually asking for is more spell slots and more buffed out spells. Also, it seems pretty standard that a spell is a spell. Either it's signature or not. So, if other guilds can cast these spells, they ought to be able to get everything out of them.

However... what might be interesting is a series of abilities that can be performed in accompaniment to a spell with an actual instrument, and one at a time, as you can only be playing one song at a time. It might drain your Mojo/Inspiration too. These abilities (not necessarily these ones) could meld song with magic to provide an extra bonus to the bard or the bard's group, or allow the spell effect to apply to the group when it otherwise wouldn't, and would meld with the enchante being played.

This is somewhat similar to how Ethereal Pathways work, I think this might allow something like this to work and not wreck the spell slot system. Otherwise it's just too good and also incongruous with the way the magic system currently works. I would be most displeased (to say the least) if all bard spells turned signature or something to support this.
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Re: Suggestions for bardic lore on 04/02/2015 09:42 PM CDT
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>>What guild ability can't be reworded as a magic spell?

You're right of course. It just seems in this case that it's not disguised at all? It's straight up adding abilities to spells. Not that that's a bad thing, per se. I just struggle a little to see how it's not just turning us into magic primes.

>>These abilities (not necessarily these ones) could meld song with magic to provide an extra bonus to the bard or the bard's group, or allow the spell effect to apply to the group when it otherwise wouldn't, and would meld with the enchante being played.

I like this idea a lot. We used to be required to use instruments -- it would be nice if we could again. (It would be especially nice if we had a reason to covet well-made instruments.)

I think the argument for removing instrument influence originally was that we shouldn't be allowed to use our primary skill to power our magic. So again, we're back to that problem. But maybe, now that everybody is getting similar systems, it might be allowable? If it's similar to Pathways then maybe it's okay?

Personally I would love the ability to take the music and use it to spread magic to GROUPS. I see Bards as very group-focused, and this also makes sense with the auditory element of music. It might be especially neat if we could take OTHERS' magic and spread it to the group. E.g., mass Cage of Light, or mass Benediction. Obviously the casting member would have to be present and consenting, it would be a one-at-a-time thing, and I imagine it would take a good chunk of Inspiration/Mojo.
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Re: Suggestions for bardic lore on 04/02/2015 10:18 PM CDT
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> I'm pretty concerned about the spell slots aspect of this.

Just to be clear, I think that abilities are outside of the magic spell slots. As others have said, every guild gets abilities from beseeches to communes to summons to familiars to predictions to glpyhs... and on and on. I don't think modifying spells, especially spells that could be used only one at a time, should require slots.
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Re: Suggestions for bardic lore on 04/02/2015 10:29 PM CDT
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Bardic lore idea that the bard recalls famous heroes/battles on critters which amplifies damage to said critter while in effect? Kinda sounds like tactics I guess.

Passive ability to allow them to enter other guild only locations due to their connections/persuasive nature?

Manipulation of sound that solidifies air around their bonded instrument to allow playing instruments without actually needing to hold them?
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Re: Suggestions for bardic lore on 04/02/2015 10:33 PM CDT
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> You're right of course. It just seems in this case that it's not disguised at all? It's straight up adding abilities to spells. Not that that's a bad thing, per se.


Bards have always been enchante centric. It was a major theme of the guild for years.

> I just struggle a little to see how it's not just turning us into magic primes.

Because the bonuses would be primarily powered by lores in conjunction with magic. That's very bard. This is no different than a backstabbing. You're not a barbarian just because you use a weapon to pull off a guild maneuver.

> I like this idea a lot. We used to be required to use instruments -- it would be nice if we could again.

I completely disagree. I was a bard back then. Back when you had to remove your helmet to pull off wind enchantes. When you had to remove gloves and empty hands to use most percussion instruments. I would not be happy about those requirements coming back.

> E.g., mass Cage of Light, or mass Benediction.

That sounds really fun, but I think it would end up being either overpowered or useless. Spread everything? Great, now everyone has regeneration. Limit how many you can spread? And you've got a skill only used in conjunction with mules. Can't target signature spells? Then we're now an AOE Idon's theft? Too OP? Now we're Idon's theft that can't be cast on ourselves.
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Re: Suggestions for bardic lore on 04/03/2015 07:59 AM CDT
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I think fear of applying this to every spell in game is a poor slippery slope. The idea is to allow enhanced functionality and depth from the bard suite. If that means a set of bard only songs playable on instruments to inspire or somesuch, then great. If it means a musical tweak to bard cyclics to make them do something else, great. What this isn't is a bunch of abilities for free, anymore than pathways communes or beseeches are.

Also needing to play instruments for cyclics would be a bad thing. Very very bad.
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Re: Suggestions for bardic lore on 04/03/2015 10:48 AM CDT
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> Just to be clear, I think that abilities are outside of the magic spell slots. As others have said, every guild gets abilities from beseeches to communes to summons to familiars to predictions to glpyhs... and on and on. I don't think modifying spells, especially spells that could be used only one at a time, should require slots.

To be honest? I can't see the difference, at all, on this one. You're talking about an ability that gives your spells more power without making them cost more (except requiring some Bardic Lore), and in such a way that it denies other guilds those abilities when they use scrolls. I think your idea is an interesting one, but the three Magic Primes all have a better case than Bards do for getting an ability like this. And, let's keep in mind that it's been stated that it's 70/30 spells/abilities for Magic Primes, the reverse for Magic Terts, and Secondaries are in the middle. So there's space for Magic Primes to have this ability too, and I'm guessing they would ask for it.

What this means is that I think this ability is extremely unlikely to happen in its given form because the GM's most likely will not want to write a bunch of abilities for other guilds to match this. Also, Bardic Lore isn't much of a cost, since it's so easy to train, so I proposed an opportunity cost that would allow what I think is a pretty cool idea to happen. AND give a reason to use instruments other than "my guild makes me". Personally, I kind of miss thematic elements of of the old bard days. Yeah, there were difficulties with it, but it was kind of cool as well. For what it's worth, I agree that Bards need a spell or an ability or something to allow them to avoid the weather, but anyway.
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Re: Suggestions for bardic lore on 04/03/2015 10:54 AM CDT
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>Bards have always been enchante centric. It was a major theme of the guild for years.

Look, I'm just saying it feels like the magic system to me. I don't think it's a bad idea, and it certainly would open a lot of doors for us, I just need to understand how it's really Lore and Bard centric. The Magic skills represent knowledge of Magic; Lore skills represent knowledge of non-magic. But maybe recalling ancient knowledge might affect how we USE the magic? I don't know. All I want is for the system to feel Bardic. (And by the way I love magic and would love more mage-like things for Bards in general too.)

>Also needing to play instruments for cyclics would be a bad thing. Very very bad.

Oh yes. I was a Bard back then too. I too do not want to return to the "remove armor and juggle hands and check the weather" in order to train or do anything. I'm only suggesting it specifically for a single, powerful Bardic Lore ability, not all cyclics, and even then I'd hope the GMs would look at the QOL factors.

>Spread everything? Great, now everyone has regeneration.

My hope would be that the GMs would consider and remove the really inappropriate ones and allow the rest. Maybe only the non-signature. I would also suggest that it require staying in the group with the Bard (like most of our group spells). But even just the ability to turn SOME spells into area cyclics or group buffs would be pretty neat.
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Re: Suggestions for bardic lore on 04/03/2015 11:03 AM CDT
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> You're talking about an ability that gives your spells more power without making them cost more (except requiring some Bardic Lore)

You mean like infusion, pathways, any stat booster, and to a lesser degree link?

Explicitly non-magical guilds still use the magic system (Thieves and even barbarians) with their own flavor, and just because something affects a magical ability doesn't mean you need spell slots for it (see meta spells).

> You're talking about an ability that gives your spells more power without making them cost more (except requiring some Bardic Lore)

And the bardic confound of history and music.

> and in such a way that it denies other guilds those abilities when they use scrolls.

Because they don't have the confound. That's kind of the point. The scroll is a resource. The lore is that bards see something in the resource that sparks a memory of something similar. You do a little research into the something similar, and you discover a way to use the core concept to your advantage with your skills as a bard.

> I think your idea is an interesting one, but the three Magic Primes all have a better case than Bards do for getting an ability like this.

Based on that logic, we should take away communes, infusion, familiars, some pathways, weapons, and predictions. Those are primarily "abilities" without the cost of spell slots and without modifying pure magic spells. That's crazy.

> So there's space for Magic Primes to have this ability too, and I'm guessing they would ask for it.

They already do, and I don't think there's any problem in writing a system that's expandable to other guilds. I would call that a plus.

> I think this ability is extremely unlikely to happen in its given form

Obviously. With rare exception (as pointed out in another thread) no suggestions, even if viable or of interest to programming GMs, would go live without tweaks that make sense behind the scenes.

> AND give a reason to use instruments other than "my guild makes me"

Your performance ability would affect duration. That's a reason. Bards should NOT want to require instruments to use your abilities. Just imagine taking off armor in a high level combat situation so that you can train bardic lore.

> I agree that Bards need a spell or an ability or something to allow them to avoid the weather

Caress of the sun is a 0 slot spell available at first circle.
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Re: Suggestions for bardic lore on 04/03/2015 11:08 AM CDT
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> I don't think it's a bad idea, and it certainly would open a lot of doors for us, I just need to understand how it's really Lore and Bard centric.

Two words: Inner Fire.

If it works for barbarians then it works for bards. I wouldn't mind these as separate abilities, but I think it makes more thematic and usable sense to make them tie them into enchantes. Why wouldn't we want to use an existing system to expand our abilities with that special bardic flavor? It's probably the only way this would happen within the next two years.


> I'm only suggesting it specifically for a single, powerful Bardic Lore ability,

Can you go more into what you're imagining?

> I would also suggest that it require staying in the group with the Bard (like most of our group spells).

Personally, I don't like the idea of pure group support spells. I like the repertoire we have. I like area casting and support, but I want spells that I can use as a go to in a group or not. I like that groups get stronger when I'm around, but I don't want 1/3 of my abilities to only be usable with other people. Sadly, the game just doesn't have the population or group scenarios to support this beyond extreme high or low levels.
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Re: Suggestions for bardic lore on 04/03/2015 11:13 AM CDT
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> Two words: Inner Fire.

Inner Fire is in the magic skillset. It's PM by another name.

The barbarian analog of Bardic Lore is Expertise. Which is primarily about performing attack combos.
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Re: Suggestions for bardic lore on 04/03/2015 11:15 AM CDT
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Waitwaitwait... IF is a thing quite separate from elemyental magic with a musical confound. Let's back this horse up:

The point is to make bardic lore do something, and some suggestions were provided. Anytime something is being done, its going to run the risk of other guilds getting angry they can't do it. So, to that end, it should reflect the guild and not be too op.

Modifying spells or providing some kind of other benefit isn't outlandish. Let's ease up with the chicken little routine for the suggestion that bards get more than three screams and the ability to get special room messages
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Re: Suggestions for bardic lore on 04/03/2015 11:16 AM CDT
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>Just imagine taking off armor in a high level combat situation so that you can train bardic lore.

To clarify, I am certainly not suggesting this. I am suggesting a BL ability that would be neat to USE, not necessarily for training. And furthermore I think the armor/two-hand/weather requirements of instruments should be looked at.

>Caress of the sun is a 0 slot spell available at first circle.

As an aside, I wish this were a standard spell and not a cyclic. I almost always want a different cyclic up so I never use it. Instead I resort to weatherproof instruments, which leaves me with very few choices and not as much RP flavor.
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Re: Suggestions for bardic lore on 04/03/2015 11:53 AM CDT
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Sorry for the double post. It seems we are all posting on top of each other.

>Can you go more into what you're imagining?

Sure. Here's an example situation: There's a hunting/invasion group with a Bard, Moon Mage, and others. The Bard pulls out some bones and asks the MM to cast Cage of Light at her while she's playing. The MM does so, and as long as the Bard keeps the bones out and drains some Inspiration/Mojo, the entire group now has COL. The MM can even leave, or the entire group could disband, and it would stay up. Meaning the Bard could go her own way and keep COL on herself (like Idon's Theft I suppose, but with some different drawbacks). Ideally the Bard would have some immunity from weather and armor issues while playing. This would train both Performance and Bardic Lore, and might even be a way to train Performance in combat(?). (Although I would not suggest it be designed as a primary trainer.)

Thus it would be 1) a powerful group ability in large group or invasion situations, 2) a moderate self-only ability, 3) a potential avenue for training Performance/BL in a different way.

In conjunction with your idea, maybe the instrument-plus-Inspiration cost might be applied while casting our own spells to bring out their complexities. That kind of cost would make your ability suggestions make a little more sense to me, particularly if we can figure out something about music that might add certain TYPES of effects. (E.g., pounding-rhythm effects, complex-melody effects, emotional effects.)

>Personally, I don't like the idea of pure group support spells. I like the repertoire we have. I like area casting and support, but I want spells that I can use as a go to in a group or not.

This is a valid complaint. I have been focusing on group abilities because it's something I personally want, but I can see how people want to be independent too. I think the answer is to have a mixture, with a definite focus on how we can use our abilities by ourselves too. Also, maybe the group abilities should "cost" less somehow -- like if most guilds are allowed, say, 10 full abilities, our group abilities only count as 0.5 each.
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Re: Suggestions for bardic lore on 04/03/2015 12:43 PM CDT
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So, what I'd like to do is synthesize some of the things that have been suggested here into a cohesive whole, taking into account specific comments and concerns from GM Raesh. I apologize to anyone whose original ideas are about to be bastardized; I'm not trying to steal thunder or displace credit, I'm just trying to make a workable proposal for what I think is at it's core a great and innovative Bard system.


Forgotten Lore

Flavor: Much of Elanthia is content to live their lives ignorant of the past, occupying an era more than four centuries displaced from the man for which it's named. We enlightened few however - we Bards - understand that only by researching and learning from the past can we be truly prepared for the future. Others call these studies 'Forgotten Lore,' but to us, they may as well be current events.

Forgotten Lore ((Is this name already taken??)) allows a Bard to use his or her knowledge of Elanthian history and skill at research to expand or modify the abilities of certain spells. This is highly taxing to the Bard's concentration and requires not only knowledge of the spell in question, but a physical record of the spell which the Bard can consult. While the central thesis of this research is to build upon the magical talents innate to all Bards - which is to say those spells which draw on Elemental mana, and patterns which are accessible to all magic users - there are also some within the guild who delve deeper, studying foreign realms of magic. Coloqiually this is called "Forbidden Lore," as it edges into the oft demonized realm of sorcery, and while there is no formal restriction against studying it - knowledge is power, of course - it is not typically discussed in polite company.

Mechanical Translation: A Bard who has learned Forgotten Lore can EVOKE a spell scroll for a spell which he or she has learned or memorized, which activates a temporary effect which changes or adds to the way that spell works when the Bard casts it. ((While I'm on the subject, Enchanting is going to include the ability to scribe spell scrolls, right?)) Doing so would also be a unique way for Bards to train their unique ability: Bardic Lore. Upon successfully evoking a scroll, it would grant a lump sum of experience into the BL pool; the reason for it being a large rather than small ammount is that only one scroll can be evoked at a time, and while one is active the Bard would be unable to evoke another. The size of the lump sum would obviously be tied to tier and difficulty of spell as compared to the abilities of the bard, blah blah I hate all this magic math. There could/should also be a longer timer that diminishes the returns on evoking the same scroll multiple times. Something like this, roughly speaking:

Evoking a scroll for the first time: x field experience reward, 10 minute general evoke timer, 30 minute specific evoke timer.
Evoking the same scroll, 10 minutes later: 0.5x field experience reward, 10 minute general evoke timer, +30 minute specific evoke timer (for a new running total of 50 minutes).
Evoking the same scroll, 10 more minutes later: 0.25x field experience reward, 10 minute general evoke timer, +30 minute specific evoke timer (now at 70 minutes).

Before getting into the nitty-gritty, I want to point out that these times I just came up with are totally arbitrary, so if they seem stupid and wrong, just adjust them to something more reasonable. I also think there might need to be a "buildup" timer, where each time you evoke there is a randomized chance that you'll get burned out on studying (happens to the best of us) and are unable to utilize Forgotten Lore for x minutes.

Probably would want to cap the specific spell timer at 120 minutes, and the exp gain at something like 0.05x reward. On the other hand, if the Bard is cycling through three or more scrolls, they're going to have a much better result, given that they won't be hitting diminishing returns. Failing to successfully evoke a scroll (it is a skill, after all, so failure is possible) would yield a much smaller field experience reward, but with no timers. This probably won't be all that common anyhow, since the Bard needs to know the spell. The only scenario I can think of off the top of my head would be if the Bard in question specifically went out of his or her way to learn a Guildleader-taught spell that was beyond his or her skill, and somehow got a scroll for that same spell.

Now, the realm of influence for this ability is sort of massive, since it technically includes every spell that exists or will ever exist, so we need to limit that a little. Thankfully, when you're dealing with an ability that is literally called "Forgotten Lore," it's easy to come up with a reason for why there are holes in the knowledge: it's been forgotten. The initial offering of spells doesn't need to be all that much: maybe 4-7 Bard spells (with an emphasis on the most and least commonly used), 2-3 AP spells, 1-2 Warrior Mage spells (still Elemental) and one spell from another guild, as an appetizer for those sorcery-minded Bards, like myself. More spells can be added individually or in small packages, complete with short but fun (or long and complicated) GM-run events, ranging from "Hay guyz, I found dis book," to "No time for love, Doctor Jones!"

If we want to add a "quest" element to learning each individual spell modifier, that is where the Bardic Library idea comes into play; before being able to utilize the Forgotten Lore of a spell, the Bard must visit a specific locale where the "core" knowledge is stored, and spend some time studying the expert texts. Effectively this is a switch the Bard flips, enabling them to evoke scrolls for the spell on the fly. Before visiting the library and studying, they would get a note upon evoking a scroll that they understand the general idea, but need to do more targeted research in an appropriate facility. Once this research is done of course, the Bard can "refresh" his or her memory anywhere he or she likes, with just knowledge of the spell and a scroll to evoke.

Since, as GM Raesh said, this whole concept does sort of derail the whole spell-slot system, the adjustments made by this meta-ability need to be balanced; giving outright perks to existing spells would be tantamount to giving bards free slots. To account for this, abilities should generally fit into three categories: moderate and/or thematic bonuses, exchanging one effect for another, and party-based enhancements.

Here are some example spells and effects:

* Abandoned Heart: Adds a spawn bonus to the room.

* Aether Wolves: Spell pulses 1-3 times after the effect has ended.

* Faenella's Grace: Gives you an additional Charisma boost for prices and teaching ability. Superceeds bluff amaze.

* Caress of the Sun: Extends rain-denial effect to the entire room and instantly dries the caster's group.

* Eye of Kertigen: Returns the Perception boost.

* Ease Burden: In addition to lowering burden, reduces the Performance penalty from wearing armor.

* Seal Cambrinth: Allows caster to "partition" the cambrinth item so that a certain amount of mana will only discharge for cyclic spells, and not for standard spells.

* Fire Shard: Reduces fire damage, and replaces impact with slightly greater slice damage.

As mentioned above, this can be expanded to literally every spell in the game, and I think that'd be the ideal end goal. I'm also skipping the suggestion for a non-Elemental spell on account of the fact that it's the part of the idea I enjoy the most, and I don't want to seem like I'm pitching an ability just for myself. Thoughts?

I
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Re: Suggestions for bardic lore on 04/03/2015 01:02 PM CDT
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>>Much of Elanthia is content to live their lives ignorant of the past, occupying an era more than four centuries displaced from the man for which it's named.

Closer to 650, for what it's worth. The "Victory of Lanival the Redeemer" occurred well after Lanival's presumed death. Though this is the presumed death of a 700 year old Resurrection performing Human Warrior Mage, so take what you can from it.

Also bear in mind, game lore wise, the gathering of the Elementalists occured all the way in the Age of Myths, while the youngest group of mages (Moon Mages) have been in continual existence for just about a millennium now.

Bards aren't necessarily special for having access to a large library, but one place where they definitely stand alone is they have the actual, supernatural ability to perceive the past.

-Armifer
"Perinthia's astronomers are faced with a difficult choice. Either they must admit that all their calculations were wrong ... or else they must reveal that the order of the gods is reflected exactly in the city of monsters." - Calvino Italo
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Re: Suggestions for bardic lore on 04/03/2015 01:08 PM CDT
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>>...occupying an era more than four centuries displaced from the man for which it's named.

>>Closer to 650, for what it's worth.

That's what more than means.

I
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Re: Suggestions for bardic lore on 04/03/2015 01:11 PM CDT
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So basically a second AOE cyclic that's based off your instrument?

> This is a valid complaint. I have been focusing on group abilities because it's something I personally want, but I can see how people want to be independent too.

I like this idea, but I'd make a few suggestions.

1. It's a bardic recall ability on par with elemental summons. There's several meta spells you can get to enhance it. (see below)

2. There's a scholarship check to pull off the recall.

3. Sorcery can provide a significant boost for extra domain abilities, but it isn't required and there's no chance of backlash since you're not using mana as the fuel. It's mojo.

3. There's a bardic lore check that determines the potency + mojo drain.

4. There's a performance check that determines how effective the buff is. The more complex the spell, the more performance needed to reach full effect.


Base ability: Gives a recall <person> ability and a "play" ability that gives a 25% power as a group wide buff centered on you. You have <x> seconds to play the ability after recalling it, or you miss your chance. The ability continues for as long as your instrument is out and usable.

As you're using a part of your soul to imprint the effect, there's a moderate spirit cost to pull off the recall. There's also a maximum spirit reduction penalty to maintain it. Advanced abilities are more taxing (harder) than basic abilities.

Meta Spells:

You have to activate the meta spell (single ability, applies all effects you know) before doing the recall to get the full effect. These do cost mana to initiate, but not to maintain. It's boosting your ability, not the spell.

* Enhanced Memory - Imprinted abilities remain imprinted until a new ability is imprinted.

* Intra-Domain recall - Increases the potency of elemental and AP imprints to 100% and life imprints to 75%. Requires a rare instrument to get the full effect.

* Extra-Domain recall - Increases the potency of holy imprints to 75% and lunar imprints to 50%. Requires a rare instrument to get the full effect.

* Arcane recall - Increases the potency of arcane spells to 50% (but this will cause social outrage)

* Internal recall - Increases the potency of internal abilities (barbarian/thief) to 75%

* Area Recall - 0 slot meta once you know the area casting magical feat, and it has the same effect.

* Echo - Uses sound waves to maintain the ability even after you put away your instrument.

* Soul - Ability sticks to a person's soul. Anyone who hears it will retain the benefit for <x> seconds, but the potency slowly degrades over time until it completely vanishes.

* Strength of spirit - Increases your total spirit to counteract the spirit drain.

Works with the following spells:

The following (goal is one from each branch, limit 3 total from each guild, non-esoteric):

AP Spells

* Ease Burden

* Manifest Force

* Lay Ward


Barbarian (remember, this isn't magic, per se):

* Contemplation

* Wildfire

* Tornado

Cleric

* Auspice

* Major Physical Protection

* Divine Radiance

Empath:

* Heart Link

* Iron Constitution

* Awaken

Moon Mage

* Piercing Gaze

* Psychic Shield

* Shadows

Necromancer:

* Ivory Mask

* Researcher's Insight

* Visions of darkness

Paladin:

* Courage

* Hands of Justice

* Aspirant's Aegis

Ranger:

* Athleticism

* Wisdom of the Pack

* See the Wind

Thief:

* Dampen

* Hasten

* Focus

Trader:

* Fortify

* Blur

* Steady Hands

Warrior Mage:

* Y'ntrel Sechra

* Substratum

* Sure Footing

Obviously, the focus would be on buffs as this is targeting group and self support.




I'll be honest, this feels like a balance nightmare, but it's a fun idea. I guess PvP isn't really a problem since you're buffing EVERYONE who can hear you. PVE would just need to take that into account. I imagine concerns would be offset by the limit of 1 at a time, and the reduced potency.
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Re: Suggestions for bardic lore on 04/03/2015 01:16 PM CDT
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> Bards aren't necessarily special for having access to a large library, but one place where they definitely stand alone is they have the actual, supernatural ability to perceive the past.

I've always wanted to do more with this. Maybe use it to play detective by solving mysteries. I wouldn't want it to be as simple as "Oh, there was a murder here? I'll just view the past and see who done it." There should be some mundane legwork required to gather the necessary clues to figure out where the relevant evokes are to be found and how to interpret them. Either talking to people or hitting the books in the case of more historical mysteries.

Unfortunately, I can't see a good way to implement it as anything more than a one-off by an area designer.
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Re: Suggestions for bardic lore on 04/03/2015 07:44 PM CDT
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>So basically a second AOE cyclic that's based off your instrument?

Basically yes, although I would use the group-spell mechanics since it's designed for buffs.

I would not mind a spirit cost in addition to an Inspiration cost, either one time or a continuous drain, but I would hope for more focus on Inspiration since that is our thing. The meta-abilities are an interesting idea too.

>I imagine concerns would be offset by the limit of 1 at a time, and the reduced potency.

That's my thought. Although personally, I let the GMs worry about that part. I just try to put out ideas that are interesting to me that I think probably CAN be balanced if they work at it.

>I've always wanted to do more with [evoke].

Me too. I just wish I knew what. I'm tempted to suggest farming out some evoke writing to Events GMs... they are so good at knowing what happened, and they are also in the process of MAKING history (e.g. blowing up the Keep) and could possibly add evokes as they go.
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