Loading ...
Sorry, an error occurred while loading the content.

Master Cognescenti Attacks

Expand Messages
  • Ian Borchardt
    Pax Vobiscum. Just curious, under the new rules, is there a game reason that the Master Cognesceti spells tend to by one action [Attack] whilst the equivalent
    Message 1 of 3 , Dec 11, 2011
    • 0 Attachment
      Pax Vobiscum.

      Just curious, under the new rules, is there a game reason that the
      Master Cognesceti spells tend to by one action [Attack] whilst the
      equivalent Master Elemental spells are two actions [Ready, Attack].
      Especially since the Apprentice and Journeymen spells follow the same
      sequence as the Elemental spells with either 2 or 3 actions ([Ready,
      Attack] and [Ready, Aim/Upgrade, Attack]).

      As resisted spells they don't gain the benefits of aiming, cover or
      concealment anyway, so being able to take Aim actions between the
      Ready and Attack doesn't help. And if it was simply "the fact that
      mind magic is faster" then surely the Apprentice and Journeyman might
      also benefit from a reduced casting time.

      [ I'm also of a mind to house rule the acquisition of the equivalent
      Master spell allows the matching three action Journeyman spell to be
      reduced to a two action spell [Ready, Attack], but that is a bye the
      bye. ]

      Also did you view unstated character development restrictions when you
      made the various Clouts have the "Master" descriptor when even a
      non-apprentice could take it (not that it would do them much good).

      Ian
      --
      Ian Borchardt    (iborchar@...)
      Philosoph, Fool, and Magician
      "That is not dead which can eternal lie,
        And with strange Ians, even death may die."
    • Sanguine Productions
      Ian Borchardt writes: Just curious, under the new rules, is there a game reason that the Master Cognesceti spells tend to by one action [Attack] whilst the
      Message 2 of 3 , Dec 16, 2011
      • 0 Attachment

        Ian Borchardt writes:

        “Just curious, under the new rules, is there a game reason that the
        Master Cognesceti spells tend to by one action [Attack] whilst the
        equivalent Master Elemental spells are two actions [Ready, Attack].
        Especially since the Apprentice and Journeymen spells follow the same
        sequence as the Elemental spells with either 2 or 3 actions ([Ready,
        Attack] and [Ready, Aim/Upgrade, Attack]).”

         

        “As resisted spells they don't gain the benefits of aiming, cover or
        concealment anyway, so being able to take Aim actions between the
        Ready and Attack doesn't help. And if it was simply "the fact that
        mind magic is faster" then surely the Apprentice and Journeyman might
        also benefit from a reduced casting time.”

        Yes, “master mind magic is faster.”  The realm of thought is quicker than the realm of physics.  (Note the Journeyman spell “Panic” is also faster.)  Many of the higher-level spells are “stunts”, which makes them ‘faster’ in that they take one action to ready but makes one vulnerable. Cognoscenti magic is different from other magic!

         

        “[ I'm also of a mind to house rule the acquisition of the equivalent
        Master spell allows the matching three action Journeyman spell to be
        reduced to a two action spell [Ready, Attack], but that is a bye the
        bye. ]”

        If you want to house-rule that Master magic takes longer to cast, and your players think that’s a better idea, then go right ahead! Our playtests has shown the spells were still balanced at their current speed, but you are the judge of what works with your campaign. When making house rules, always take time during the debriefing phase to discuss them with your players.

         

        “Just curious, under the new rules, is there a game reason that the
        Master Cognesceti spells tend to by one action [Attack] whilst the
        equivalent Master Elemental spells are two actions [Ready, Attack].
        Especially since the Apprentice and Journeymen spells follow the same
        sequence as the Elemental spells with either 2 or 3 actions ([Ready,
        Attack] and [Ready, Aim/Upgrade, Attack]).”

         

        Those spells are easier to resist, using just Basic Traits and not skills, and fewer dice.  (Compare this to similar higher-order White Magic spells.)  They also hit fewer targets – the maximum number of targets you can hit is the score that you roll, which caps out at 12.  Compare that to some Master Elementalist spells such as Meteor Swarm, which targets all combatants with 12m of a central point … or to Hoarfrost, which targets all combatants within *thirty-six* meters!

         

        “Also did you view unstated character development restrictions when you
        made the various Clouts have the "Master" descriptor when even a
        non-apprentice could take it (not that it would do them much good).”

        As for being able to buy “master” spells even if you’re still a “journeyman”, this was a marked change from the old Ironclaw v1 game of enforcing the learning of a minimum number of lower-order spells before learning higher-order ones.  Since the game host always has say of what players are allowed to buy with XP and what they aren’t, one could easily house-rule that one needs two journeyman spells before learning Clout and other master level spells. (The teachers of the College of Dunwasswer certainly *teach* them that way!)   The descriptors are also an aid to Hosts for describing the spells to on-lookers who make successful Supernatural rolls to identify the spells.  (And yes, just because someone is casting Master spells doesn’t mean they are ‘true masters’!  The debates among wizards over what makes a master and what doesn’t could be compared to Internet debates today…)

         

         

        __________________________

        Jason Holmgren, Director

        Sanguine Productions Ltd.

        2692 Madison Road #279

        Rookwood Pavilion Ste N1

        Cincinnati, OH  45208

        (513) 291-3423

         

         

         

      • Ian Borchardt
        Thanks for the feedback! It s always useful to find out the rational behind design decisions before one plays with them. Or not. Ian PS: Am I also right in
        Message 3 of 3 , Dec 16, 2011
        • 0 Attachment
          Thanks for the feedback! It's always useful to find out the rational
          behind design decisions before one plays with them. Or not.

          Ian

          PS: Am I also right in assuming that Secrets of Thaumaturgy should
          require Thaumaturge's Trappings and trigger on a Gray, not White robe?
          And should it be apprentice or journeyman? (ie, can it be used to
          acquire the Master spells).

          --
          Ian Borchardt    (iborchar@...)
          Philosoph, Fool, and Magician
          "That is not dead which can eternal lie,
            And with strange Ians, even death may die."
        Your message has been successfully submitted and would be delivered to recipients shortly.