>No other guilds have sorcery spellbooks yet unless I'm missing something...
Didn't you hear? Barbarians have had one for years.
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Re: Teleologic Corruption on 12/16/2012 07:44 PM CST
Re: Teleologic Corruption on 12/16/2012 07:48 PM CST
>>No other guilds have sorcery spellbooks yet unless I'm missing something...
they all have access to other guilds spellbooks, whether by scroll, rune, etc... this follows the same "sorcery" rules I would think.
There are other guilds with "socially unacceptible" practices that do not get penalized. Empaths are an example where they got rid of the negatives to "getting shock" if you wait out the timer.
This has more to do with a "negative taint" that stays with a character "no matter how slight" instead of following the same paradigm as the rest of the guilds. If I wait out the timer, the taint should be gone, and nobody should be able to tell I cast TV 6 months ago.
they all have access to other guilds spellbooks, whether by scroll, rune, etc... this follows the same "sorcery" rules I would think.
There are other guilds with "socially unacceptible" practices that do not get penalized. Empaths are an example where they got rid of the negatives to "getting shock" if you wait out the timer.
This has more to do with a "negative taint" that stays with a character "no matter how slight" instead of following the same paradigm as the rest of the guilds. If I wait out the timer, the taint should be gone, and nobody should be able to tell I cast TV 6 months ago.
Re: Teleologic Corruption on 12/16/2012 07:49 PM CST
<<Plus, if you don't like the PvP aspect, you don't have to get it.>>
as my oldest circle MM <outside of TF> RPs a nomad bonedancer, it would be inconsistent with his RP NOT to get it. Eventually. When he actually has enough sorcery ranks to be able to cast it. And of course for my tezirite as well. Who ever heard of a member of the progeny that hasn't dabbled??? :-)
An arisen dummy zombie bellows, "You will all be ssslaughtered!"
>
as my oldest circle MM <outside of TF> RPs a nomad bonedancer, it would be inconsistent with his RP NOT to get it. Eventually. When he actually has enough sorcery ranks to be able to cast it. And of course for my tezirite as well. Who ever heard of a member of the progeny that hasn't dabbled??? :-)
An arisen dummy zombie bellows, "You will all be ssslaughtered!"
>
Re: Teleologic Corruption on 12/16/2012 07:53 PM CST
>they all have access to other guilds spellbooks, whether by scroll, rune, etc... this follows the same "sorcery" rules I would think.
Incorrect. That is sorcery (using a different mana type to power a spell than it was designed for). The other is Sorcery (using a spell designed for multiple mana types).
The first is dangerous, but not illegal or usually problematic. The second is dangerous, almost always illegal, and has metaphysical issues.
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Incorrect. That is sorcery (using a different mana type to power a spell than it was designed for). The other is Sorcery (using a spell designed for multiple mana types).
The first is dangerous, but not illegal or usually problematic. The second is dangerous, almost always illegal, and has metaphysical issues.
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Re: Teleologic Corruption on 12/16/2012 08:01 PM CST
>>Incorrect. That is sorcery (using a different mana type to power a spell than it was designed for).
>>The other is Sorcery (using a spell designed for multiple mana types).
>>The first is dangerous, but not illegal or usually problematic. The second is dangerous, almost always
>>illegal, and has metaphysical issues.
so you can (as a MM) cast zephyr without any problems, but can't cast strange arrow without getting in trouble? That makes no sense. If anything you should reverse that.
Regardless, the statement still stands when compared other "socially unacceptle practices." Unless (under 3.0) empaths still get shock that "lingers" after the timer wears off or the quest is done, or a paladin takes a permenant "hit" to his soul state after stealing something...this permenant mark is un-necessary.
Again, I am not against a timer to clear out that state, but I am very much against a permenant mark on someones record because they cast one of those spells once in their entire lives.
>>The other is Sorcery (using a spell designed for multiple mana types).
>>The first is dangerous, but not illegal or usually problematic. The second is dangerous, almost always
>>illegal, and has metaphysical issues.
so you can (as a MM) cast zephyr without any problems, but can't cast strange arrow without getting in trouble? That makes no sense. If anything you should reverse that.
Regardless, the statement still stands when compared other "socially unacceptle practices." Unless (under 3.0) empaths still get shock that "lingers" after the timer wears off or the quest is done, or a paladin takes a permenant "hit" to his soul state after stealing something...this permenant mark is un-necessary.
Again, I am not against a timer to clear out that state, but I am very much against a permenant mark on someones record because they cast one of those spells once in their entire lives.
Re: Teleologic Corruption on 12/16/2012 08:02 PM CST
Re: Teleologic Corruption on 12/16/2012 08:22 PM CST
>> Not sure where you picked up strange arrow in this discussion.
because of the following
>>Incorrect. That is sorcery (using a different mana type to power a spell than it was designed for).
>>The other is Sorcery (using a spell designed for multiple mana types).
using a spell designed for multiple mana types is using an Analogous spell, which is what strange arrow is. An example of the other he said was something like a moon mage casting zephyr.
Really neither of those pertain to the problem here...other than there is no lasting stigma for practicing sorcery. Or shifting. Or paladins stealing. Or barbarians learning magic. Or empaths getting shock (in 3.0). So why should we have one for casting TV?
because of the following
>>Incorrect. That is sorcery (using a different mana type to power a spell than it was designed for).
>>The other is Sorcery (using a spell designed for multiple mana types).
using a spell designed for multiple mana types is using an Analogous spell, which is what strange arrow is. An example of the other he said was something like a moon mage casting zephyr.
Really neither of those pertain to the problem here...other than there is no lasting stigma for practicing sorcery. Or shifting. Or paladins stealing. Or barbarians learning magic. Or empaths getting shock (in 3.0). So why should we have one for casting TV?
Re: Teleologic Corruption on 12/16/2012 08:32 PM CST
>using a spell designed for multiple mana types is using an Analogous spell, which is what strange arrow is. An example of the other he said was something like a moon mage casting zephyr.
Sorry, I guess that was ambiguous.
Multiple mana types as is "two or more mana types at the same time in the same spell."
Analagous spells are just standard spells so stripped of any special bits that they are completely insensitive to mana type. Thus no boom.
See http://elanthipedia.org/w/index.php/Post:Sorcery_Lore_-_7/19/2010_-_21:05:22
"Sorcery is the most infamous discipline studied by students of the Arcane. It is the use of spell patterns that rely on the laws and properties of two (or more) frequencies of mana at once. This makes the spells unstable by nature. Sorcery is characterized by violence -- while the means of sorcery are varied, inevitably there is something being undermined or destroyed. This can be as blatant as Blackfire consuming a man utterly, or as pervasive as Teleology gnawing at the underpinnings of possibility and reality."
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Sorry, I guess that was ambiguous.
Multiple mana types as is "two or more mana types at the same time in the same spell."
Analagous spells are just standard spells so stripped of any special bits that they are completely insensitive to mana type. Thus no boom.
See http://elanthipedia.org/w/index.php/Post:Sorcery_Lore_-_7/19/2010_-_21:05:22
"Sorcery is the most infamous discipline studied by students of the Arcane. It is the use of spell patterns that rely on the laws and properties of two (or more) frequencies of mana at once. This makes the spells unstable by nature. Sorcery is characterized by violence -- while the means of sorcery are varied, inevitably there is something being undermined or destroyed. This can be as blatant as Blackfire consuming a man utterly, or as pervasive as Teleology gnawing at the underpinnings of possibility and reality."
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Combat Balance List:
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Re: Teleologic Corruption on 12/16/2012 08:33 PM CST
>>using a spell designed for multiple mana types is using an Analogous spell, which is what strange arrow is. An example of the other he said was something like a moon mage casting zephyr.
No. Using a spell designed for multiple man types is Sorcery. Using a spell that is designed for any single mana type is an AP spell, and not sorcery.
TG, TG, GL, et al.
"Disagreement with the fundamental plan at this point is akin to supporting Richard III vs the Tudors."
-Raesh
No. Using a spell designed for multiple man types is Sorcery. Using a spell that is designed for any single mana type is an AP spell, and not sorcery.
TG, TG, GL, et al.
"Disagreement with the fundamental plan at this point is akin to supporting Richard III vs the Tudors."
-Raesh
Re: Teleologic Corruption on 12/16/2012 09:33 PM CST
>>they all have access to other guilds spellbooks, whether by scroll, rune, etc... this follows the same "sorcery" rules I would think.
That depends on whether or not there will be new sorcery rules, and this question should perhaps be brought to the 3.0 forums. Keep in mind Teleologic Sorcery is a High Sorcery, along with Necromancy, Hylomorphic and Antinomic. Like Leilond's guy mentioned, it wouldn't surprise me if people who dab or outright delight in corrupting their abilities all end up having taint that becomes noticeable and effects them in some way.
That depends on whether or not there will be new sorcery rules, and this question should perhaps be brought to the 3.0 forums. Keep in mind Teleologic Sorcery is a High Sorcery, along with Necromancy, Hylomorphic and Antinomic. Like Leilond's guy mentioned, it wouldn't surprise me if people who dab or outright delight in corrupting their abilities all end up having taint that becomes noticeable and effects them in some way.
Re: Teleologic Corruption on 12/16/2012 09:35 PM CST
Re: Teleologic Corruption on 12/16/2012 09:58 PM CST
Re: Teleologic Corruption on 12/16/2012 10:06 PM CST
Keep in mind that you're the only magic prime currently implementing any sorcery downside.
Who knows what blackfire/Hylomorphic Sorcery will do to someone's connection/association to the elemental planes, or how the Immortals will feel about their "interpretations" based on how Antinomic Sorcery functions.
When in doubt, http://elanthipedia.org/
Who knows what blackfire/Hylomorphic Sorcery will do to someone's connection/association to the elemental planes, or how the Immortals will feel about their "interpretations" based on how Antinomic Sorcery functions.
When in doubt, http://elanthipedia.org/
Re: Teleologic Corruption on 12/16/2012 10:15 PM CST
>blackfire/Hylomorphic
FYI, I don't believe blackfire is Hylomorphic. It will remain its own 'thing' and never be permanently learnable by Warrior Mages. At least, that was the last plan I heard.
Elemental Lord Opieus, Master Warrior Mage of Elanthia
"For a bunch of radical empiricists, the Philosophers' system relies on a whole lot of faith." ~Armifer
FYI, I don't believe blackfire is Hylomorphic. It will remain its own 'thing' and never be permanently learnable by Warrior Mages. At least, that was the last plan I heard.
Elemental Lord Opieus, Master Warrior Mage of Elanthia
"For a bunch of radical empiricists, the Philosophers' system relies on a whole lot of faith." ~Armifer
Re: Teleologic Corruption on 12/16/2012 10:19 PM CST
Blackfire is a specific flavor of Hylomorphic Sorcery. Still no plans for it to be permanently learnable, but it isn't getting its own spellbook.
-Armifer
"In our days truth is taken to result from the effacing of the living man behind the mathematical structures that think themselves out in him, rather than he be thinking them." - Emmanuel Levinas
-Armifer
"In our days truth is taken to result from the effacing of the living man behind the mathematical structures that think themselves out in him, rather than he be thinking them." - Emmanuel Levinas
Re: Teleologic Corruption on 12/16/2012 10:33 PM CST
How much I like this idea depends highly on how slight a penalty I get. It makes sense is RPtastic, and generally I support the idea. I do not like the fact that its permanent. It kinda does screw up my RP since my character has a twisted faith in fate. Destroying his connection would be terrible, hurting it to gain some temporary reward wouldn't as long as it could be recouped.
In the end, if it can be worked down to a negligible but ever present "scar" its not a bad thing. If its ever present, noticeable even at the lowest I won't be using it. Not for the sake of RP but because I like(re:love) the prediction system and don't want to be cut out of it or handicapped just because I want to be the dabbling tezirite.
So my RP is going to drastically change which I'm not looking forward to.
I have the suspicion I'm either going to have to go all in, or fold from the start.
_______________________
It is impossible to strive for the heroic life. The title of hero is bestowed by the survivors upon the fallen, who themselves know nothing of heroism.
-Johan Huizinga
The Light is Crimson through the Darkness.
Re: Teleologic Corruption on 12/16/2012 10:46 PM CST
>>Not for the sake of RP but because I like(re:love) the prediction system and don't want to be cut out of it or handicapped just because I want to be the dabbling tezirite.
I know I used the word dabbling in one of my previous posts, but after having re-read the newest bit of Sorcery Lore for 3.0, this statement I'll quote below leapt out at me:
"High Sorcery is not for dabblers; not only is it usually hidden, but it requires background knowledge or access to magical confounds that only specific groups have ready access to."
I know I used the word dabbling in one of my previous posts, but after having re-read the newest bit of Sorcery Lore for 3.0, this statement I'll quote below leapt out at me:
"High Sorcery is not for dabblers; not only is it usually hidden, but it requires background knowledge or access to magical confounds that only specific groups have ready access to."
Re: Teleologic Corruption on 12/16/2012 11:08 PM CST
>>You have pretty much guaranteed I will never cast a Teleologic spell.
And that's the whole point. Teleologic Sorcery is Bad Juju and right now there's basically no reason not to dabble in it. Deciding to take that plunge should be a real choice, and now it will be.
>>SOD
I'm going to take a moment touch on the whole "SOD is a super narrow anti-MM spell etc" that has come up in several places. A big push in 3.0 was to make spells that mechanically had a clear definition which would be used to define a slot cost, rather then just strapping more and more things onto a spell that "made flavor sense" (Which is how we ended up with so many very complex and disjointed spells in 2.1). This is a good thing for the game.
SOD and TV don't follow that guideline (To a lesser degree the entire Telelogic Sorcery book doesn't, but these two are the new ones and are more blatant about it) - if you follow MtG you've likely heard of "top down" design, and if you haven't it's basically where they put flavor first and then mechanically design a card to fit that flavor. For more details see:
http://www.wizards.com/MagiC/Magazine/Article.aspx?x=mtgcom/daily/mr75
SOD and TV are both spells that were "top down" designs, Tezirah's Veil is "What happens if you dramatically increase someone's connection to the Plane of Probability" and Sovereign Destiny is "What happens if you sever someone's connection to the Plane of Probability".
>>How do you know that other guild sorceries won't have such drawbacks? IIRC they haven't even touched the War Mage or Cleric Sorceries.
I was actually asked to make the system more generic so we could apply similar things to Warrior Mage and Cleric High Sorcery when the time comes. Will we? I don't know, ultimately it's not my decision, but it's certainly something that's being discussed.
>>What Raesh is pushing in is that there will always be a taint. I can deal with a timer if I am going to cast a spell, but I refuse to have a visible "aura" after the time has run out (no matter how slight)
I currently have no plans to make the taint visible to anyone but you. You'll know it's there, but others will still only know if you have an active TS spell on you as they do now.
>>3.0 removes the "scar" aspect of it. And many empaths will intentionally get shock to fight in combat. Once they recover, there are no lasting "remnants"
Wrong. You can still get a shock scar in 3.0, you just don't get it for the most minor levels of shock (Specifically trying to heal necromancers and the like, which is something you can do on accident).
>>In the end, if it can be worked down to a negligible but ever present "scar" its not a bad thing. If its ever present, noticeable even at the lowest I won't be using it.
At the trace level ("I cast this TS spell one time at band camp..." or even "I cast a TS spell every week or so") while there is technically a mechanical penalty, it's mostly cosmetic at that point. Which is entirely by design.
And for the record, I'm pleased some people don't like this. That's entirely the point - Teleologic Sorcery is suppose to be disturbing. To use another MtG comparison, I view it as sort of like the Infect mechanic - the fact that you can never ever get rid of it doesn't have that large of a game play impact, but makes the entire thing seem far more threatening to the players.
-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
And that's the whole point. Teleologic Sorcery is Bad Juju and right now there's basically no reason not to dabble in it. Deciding to take that plunge should be a real choice, and now it will be.
>>SOD
I'm going to take a moment touch on the whole "SOD is a super narrow anti-MM spell etc" that has come up in several places. A big push in 3.0 was to make spells that mechanically had a clear definition which would be used to define a slot cost, rather then just strapping more and more things onto a spell that "made flavor sense" (Which is how we ended up with so many very complex and disjointed spells in 2.1). This is a good thing for the game.
SOD and TV don't follow that guideline (To a lesser degree the entire Telelogic Sorcery book doesn't, but these two are the new ones and are more blatant about it) - if you follow MtG you've likely heard of "top down" design, and if you haven't it's basically where they put flavor first and then mechanically design a card to fit that flavor. For more details see:
http://www.wizards.com/MagiC/Magazine/Article.aspx?x=mtgcom/daily/mr75
SOD and TV are both spells that were "top down" designs, Tezirah's Veil is "What happens if you dramatically increase someone's connection to the Plane of Probability" and Sovereign Destiny is "What happens if you sever someone's connection to the Plane of Probability".
>>How do you know that other guild sorceries won't have such drawbacks? IIRC they haven't even touched the War Mage or Cleric Sorceries.
I was actually asked to make the system more generic so we could apply similar things to Warrior Mage and Cleric High Sorcery when the time comes. Will we? I don't know, ultimately it's not my decision, but it's certainly something that's being discussed.
>>What Raesh is pushing in is that there will always be a taint. I can deal with a timer if I am going to cast a spell, but I refuse to have a visible "aura" after the time has run out (no matter how slight)
I currently have no plans to make the taint visible to anyone but you. You'll know it's there, but others will still only know if you have an active TS spell on you as they do now.
>>3.0 removes the "scar" aspect of it. And many empaths will intentionally get shock to fight in combat. Once they recover, there are no lasting "remnants"
Wrong. You can still get a shock scar in 3.0, you just don't get it for the most minor levels of shock (Specifically trying to heal necromancers and the like, which is something you can do on accident).
>>In the end, if it can be worked down to a negligible but ever present "scar" its not a bad thing. If its ever present, noticeable even at the lowest I won't be using it.
At the trace level ("I cast this TS spell one time at band camp..." or even "I cast a TS spell every week or so") while there is technically a mechanical penalty, it's mostly cosmetic at that point. Which is entirely by design.
And for the record, I'm pleased some people don't like this. That's entirely the point - Teleologic Sorcery is suppose to be disturbing. To use another MtG comparison, I view it as sort of like the Infect mechanic - the fact that you can never ever get rid of it doesn't have that large of a game play impact, but makes the entire thing seem far more threatening to the players.
-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
Re: Teleologic Corruption on 12/16/2012 11:34 PM CST
<<It kinda does screw up my RP since my character has a twisted faith in fate. Destroying his connection would be terrible, hurting it to gain some temporary reward wouldn't as long as it could be recouped.>>
This is, to me, the entire core of teleological sorcery practice that is being highlighted by Raesh's addition. You should be forced to realize that tampering with teleological sorcery poses a direct threat to your connection to the plane of probability. The lore and history of the practice are not even a little bit opaque in the warning that the practice of this magic is a terrible, terrible threat to the moon mage guild, and the foresight ability as a whole. In very real terms, teleologic sorcery should be, by its nature, a decision about whether or not the temporary reward is worth the risk to your own connection, and the plane of probability as a whole. Or--if your character happens to dig the philosopher side of the practice, as mine does--you're weighing whether or not the dramatic risk/threat is worth the potential pay-off of gaining the ability to "escape" fate, or maniacally manipulate fate to your advantage.
Before Raesh's change, there was absolutely no mechanical reflection of this choice.
It seems like some of the complaints in this thread conflate mechanical drawbacks for the sake of mechanical drawbacks with mechanical drawbacks for the sake of the RP/lore of the abilities. Empath shock is not remotely the same as teleologic sorcery, in terms of the threat it poses to, well, all reality. Empathic shock is a personal decision--no one in DR society cares about it other than maybe a smirk and a "what kind of empath is that" remark. Teleologic sorcery, on the other hand, is intended to be understood as a potential threat on the level of the necromancer's demon dabbling. That's my take anyway.
<<That's entirely the point - Teleologic Sorcery is suppose to be disturbing.>>
+1
For anyone who hasn't been at the tail-end of a Malzard lecture/lashing about sorcery, I strongly advise you sit in on the history lesson if you're missing out on why sorcery should have downsides. As he has pointed out IC numerous times, the guild has plenty of secrets and avenues to power that don't involve the possible disintegration of reality and/or the moon mage connection to the plane of probability. It's a good thing that Raesh is putting in changes to make people weigh that balance and I would love to see some abilities in the future that are only accessible by those with a "clean" slate--a clean plane of probability connection. Give the non-sorcerers a carrot too.
This is, to me, the entire core of teleological sorcery practice that is being highlighted by Raesh's addition. You should be forced to realize that tampering with teleological sorcery poses a direct threat to your connection to the plane of probability. The lore and history of the practice are not even a little bit opaque in the warning that the practice of this magic is a terrible, terrible threat to the moon mage guild, and the foresight ability as a whole. In very real terms, teleologic sorcery should be, by its nature, a decision about whether or not the temporary reward is worth the risk to your own connection, and the plane of probability as a whole. Or--if your character happens to dig the philosopher side of the practice, as mine does--you're weighing whether or not the dramatic risk/threat is worth the potential pay-off of gaining the ability to "escape" fate, or maniacally manipulate fate to your advantage.
Before Raesh's change, there was absolutely no mechanical reflection of this choice.
It seems like some of the complaints in this thread conflate mechanical drawbacks for the sake of mechanical drawbacks with mechanical drawbacks for the sake of the RP/lore of the abilities. Empath shock is not remotely the same as teleologic sorcery, in terms of the threat it poses to, well, all reality. Empathic shock is a personal decision--no one in DR society cares about it other than maybe a smirk and a "what kind of empath is that" remark. Teleologic sorcery, on the other hand, is intended to be understood as a potential threat on the level of the necromancer's demon dabbling. That's my take anyway.
<<That's entirely the point - Teleologic Sorcery is suppose to be disturbing.>>
+1
For anyone who hasn't been at the tail-end of a Malzard lecture/lashing about sorcery, I strongly advise you sit in on the history lesson if you're missing out on why sorcery should have downsides. As he has pointed out IC numerous times, the guild has plenty of secrets and avenues to power that don't involve the possible disintegration of reality and/or the moon mage connection to the plane of probability. It's a good thing that Raesh is putting in changes to make people weigh that balance and I would love to see some abilities in the future that are only accessible by those with a "clean" slate--a clean plane of probability connection. Give the non-sorcerers a carrot too.
Re: Teleologic Corruption on 12/17/2012 12:16 AM CST
Re: Teleologic Corruption on 12/17/2012 01:29 PM CST
Empathic shock was just being used as an example, but what bout shifting? that is concidered as taboo, if not moreso than casting these spells, and there is no penalty or "danger" there either. In fact it should affect both the shiftee and the shifter. It is about being fair...if we don't do this across the board, don't do it to us. Taboo is taboo is taboo.
>>I'm going to take a moment touch on the whole "SOD is a super narrow anti-MM spell etc" that has come up in several
>>places. A big push in 3.0 was to make spells that mechanically had a clear definition which would be used to define
>>a slot cost, rather then just strapping more and more things onto a spell that "made flavor sense" (Which is how we
>>ended up with so many very complex and disjointed spells in 2.1). This is a good thing for the game.
Except that you have added complexity by making it act one way for group a, and another for group b,c,d,e. You took a stat disabler and "compounded" the effects when cast against a moon mage...effectively overpowering it against a single guild. It also made the spell more complex. This is not "good for the game" as you are doing exactly what they did with 2.1... "strapping more things onto a spell that "made flavor sense""
The spell should affect MM's the same as everyone else and not make it the "end all beat all" against a moonmage.
>>I'm going to take a moment touch on the whole "SOD is a super narrow anti-MM spell etc" that has come up in several
>>places. A big push in 3.0 was to make spells that mechanically had a clear definition which would be used to define
>>a slot cost, rather then just strapping more and more things onto a spell that "made flavor sense" (Which is how we
>>ended up with so many very complex and disjointed spells in 2.1). This is a good thing for the game.
Except that you have added complexity by making it act one way for group a, and another for group b,c,d,e. You took a stat disabler and "compounded" the effects when cast against a moon mage...effectively overpowering it against a single guild. It also made the spell more complex. This is not "good for the game" as you are doing exactly what they did with 2.1... "strapping more things onto a spell that "made flavor sense""
The spell should affect MM's the same as everyone else and not make it the "end all beat all" against a moonmage.
Re: Teleologic Corruption on 12/17/2012 01:36 PM CST
SOD was intentionally designed as an anti-Moon Mage spell. If we reduced its complexity any, it'd be to make it only work on Moon Mages.
-Armifer
"In our days truth is taken to result from the effacing of the living man behind the mathematical structures that think themselves out in him, rather than he be thinking them." - Emmanuel Levinas
-Armifer
"In our days truth is taken to result from the effacing of the living man behind the mathematical structures that think themselves out in him, rather than he be thinking them." - Emmanuel Levinas
Re: Teleologic Corruption on 12/17/2012 01:38 PM CST
>>Empathic shock was just being used as an example, but what bout shifting? that is concidered as taboo, if not moreso than casting these spells, and there is no penalty or "danger" there either. In fact it should affect both the shiftee and the shifter. It is about being fair...if we don't do this across the board, don't do it to us. Taboo is taboo is taboo.
There's nothing fundamentally wrong (That I'm aware of) with shifting someone, it's just illegal. That is not the case with Teleologic Sorcery.
>>SOD
I can't help but notice you quoted the part of the post saying what SOD wasn't, not what SOD is. You might want to reread my post.
>>The spell should affect MM's the same as everyone else and not make it the "end all beat all" against a moonmage.
It does effect everyone the same as a Moon Mage, just most of that doesn't matter to non-Moon Mages.
-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
There's nothing fundamentally wrong (That I'm aware of) with shifting someone, it's just illegal. That is not the case with Teleologic Sorcery.
>>SOD
I can't help but notice you quoted the part of the post saying what SOD wasn't, not what SOD is. You might want to reread my post.
>>The spell should affect MM's the same as everyone else and not make it the "end all beat all" against a moonmage.
It does effect everyone the same as a Moon Mage, just most of that doesn't matter to non-Moon Mages.
-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
Re: Teleologic Corruption on 12/17/2012 03:16 PM CST
I think people are being a bit exaggerated about how much this actually breaks moon mages.
Right now(2.0) Transduction is a vastly important spellbook with a great deal of our buffs and spells. This is not the case in 3.0.
_______________________
It is impossible to strive for the heroic life. The title of hero is bestowed by the survivors upon the fallen, who themselves know nothing of heroism.
-Johan Huizinga
The Light is Crimson through the Darkness.
Right now(2.0) Transduction is a vastly important spellbook with a great deal of our buffs and spells. This is not the case in 3.0.
_______________________
It is impossible to strive for the heroic life. The title of hero is bestowed by the survivors upon the fallen, who themselves know nothing of heroism.
-Johan Huizinga
The Light is Crimson through the Darkness.