Specializing on 04/11/2003 02:35 PM CDT
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I am completely against specializing. As a Warrior Mage, I draw from all the books (but earth...I hate earth...don't even have a single spell from there nor with the current choices would I ever) and use all the elements (boo earth). Why the heck would anyone limit themselves? You can't even use some of the spells properly unless you have spells from other books (Oh...and I'm for linking most of the warrior mage spells in this way)!

So then, Cabals would be as someone said before. These are not spell specialties. These are organization and morals specialties. I'm not so sure about Gnome Genocide Cabals, but I like having one be based on familiar research, another on maybe cross guild magic using...and all that stuff. Familiarists would get little bonuses to mechlore or maybe charisma. They'd also get cooler things to do with familiars...maybe a cantrip to make they turn blue or something useless but amusing.

Things like this would not limit a mage in anyway, and it wouldn't give him/her stupid bonuses for limiting themselves either!


Myth's Player
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Re: Specializing on 04/11/2003 02:38 PM CDT
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<<(but earth...I hate earth...don't even have a single spell from there nor with the current choices would I ever)

Dude, while I agree with this to an extent, Sure Footing is a definite exception. It is easily one of our best spells, and it has no prereqs. You are really doing yourself a disservice if you ignore it.
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Re: Specializing on 04/11/2003 03:45 PM CDT
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As of yet, in 37 circles, I've not fought anything that could easily knock me down. Perhaps, if I ever do run into it, I might bother with Sure Footing. I'd rather use Glythtide's Gift in that spell slot though.


Myth's Player
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Re: Specializing on 04/11/2003 04:37 PM CDT
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<<As of yet, in 37 circles, I've not fought anything that could easily knock me down. Perhaps, if I ever do run into it, I might bother with Sure Footing. I'd rather use Glythtide's Gift in that spell slot though.

<<Myth's Player

Surefooting has almost nothing to do with not getting knocked over. What it does do is make your natural balance state higher, fluctuating from Nimbly to Incredibly balanced on a max cast. I'm going to assume you realize that the better balanced you are when you swing a weapon, the more likely you are to hit, and the more damage you will do when you do connect. You can use Combat moves to increase your balance as well, but which sequenece does more damage in the same amount of time?

Without Surefooting:
Parry/Jab/Parry/Jab/Parry/Jab/Slice/Parry/Jab/Parry/Jab/Slice

With Surefooting:
Parry/Jab/Slice/Slice/Parry/Jab/Slice/Slice/Parry/Jab/Slice/Slice

I doubt anyone's mere words could convince you that your evaluation of the utility of this spell is incorrect, but I'm sure there are some mages who would be willing to cast it on you so you can see the difference for yourself.

Heironymous

__
"It is no longer my moral duty as a human being to achieve an integrated and unitary set of explanations for my thoughts and feelings."
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Re: Specializing on 04/11/2003 05:16 PM CDT
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The insane thing is, combinations worsen my balance. I have just about 170 in HE and if I do anything other then parry and slice, I get knocked off balance. But then again, I barely use weapons. I'd much rather use magic. Funny how min prepping AEL and FS still can kill Swamp Trolls in 3-4 shots while snap casting. Maybe it's just my magic level. I've never been heavy on learning weapons and really only use them in case my evasion doesn't let me get out of the way. Oh...and because Gauthus won't let me circle if I don't keep my weapons up.


Myth's Player
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Re: Specializing on 04/11/2003 05:17 PM CDT
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Get SuF.

Always keep it up when hunting.

There really isn't much more to it than that.

-Frogspawn



Dragonrealms: Where you can steal from the 1337 and give to the n00bs.
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Re: Specializing on 04/20/2003 03:37 AM CDT
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Specialization should be used as an additional roleplaying tool, not a requirement or an obligation. It shouldn't give us distinct advantages or powerful skills; instead, it should focus on distinguishing one Warrior Mage from another. Those who don't want to adhere to a specific cabal or philosophy of Warrior Mage miss out on the advantages and special roleplaying tools available to that group, but they would not have the disadvantages accrued by joining a specific society. However, these benefits and drawbacks should be essentially immaterial in nature -- not grant or penalize actual skills and abilities.

In other words, appearance -- not substance -- should be the distinguishing factors between cabals, societies, philosophies, and specialization groups. This would allow GMs to invent a wide variety of special orders of Warrior Mages without imbalancing the game.


~Vraniss McCeoleth~
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Re: Specializing on 04/20/2003 11:02 AM CDT
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Or they could just not do cabals at all and actually work on our spells/abilities.

GET BACK IN THE KITCHEN AND MAKE ME A BLACKFIRE SCROLL!!!!!!!!

=)
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Re: Specializing on 04/20/2003 01:11 PM CDT
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OMG Vraniss R teh returned.

-Frogspawn



Dragonrealms: Where you can steal from the 1337 and give to the n00bs.
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Re: Specializing on 04/21/2003 05:43 AM CDT
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<<OMG Vraniss R teh returned.>>

<<-Frogspawn>>

Tremble At My name, For I Am The...

oh, nevermind. Muhahahaha.


~Vraniss McCeoleth~
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