+1tolgar undershaft said:That is a neat concept. If it were like 1 HM point per spell slot that you could "free cast" I would definetly take a few for those not sure what to mem spell levels.
I'd agree with three. It's cooler than augmenting it, and those are 2 HM points each.Dr_Chill said:+1tolgar undershaft said:That is a neat concept. If it were like 1 HM point per spell slot that you could "free cast" I would definetly take a few for those not sure what to mem spell levels.
I would totally dedicate high magic to be able to COTF one spell, maybe something like 3 HM points?
COTF fell under "playtests" for NERO chapters- there were games on the East Coast that did/do COTF, including the NERO successor to Ashbury when Alliance split off.markusdark said:I remember way back in the day (pre-split) there was a year there where spell casters were allowed to cast 'on the fly' - that is to say, they had X number of 4th level spells and could, at the time of casting, decide which 4th level spell they wanted to cast.
This didn't last long so I'm assuming that there was a reason it didn't stay in. Either that or my local chapter at the time did something hinky being the only NERO chapter west of the Rockies.
I've always said that when you need a full heal, the numbers have gotten too big.tolgar undershaft said:I remember the Full heal discussion we had and while it seems great for us PC remember that if we can do it they can do it. So how do you stop a BIG BAD GUY from just full healing his mass amounts of HP during a fight. I was suggesting either a high magic or a new healing type skill that is usable out of combat only. Allows for you to patch up a person and then if the person did no other action other than walk for 30 min / 1hr (really could put whatever time that we think would not break rules, they could be brought back to full hp.
On the other hand, it also doesn't mean your caster is stuck there having expended his "general arsenal" for the day and is left only with his "niche spells".jpariury said:To what Toddo said, COTF moves characters from "I don't memorize that" to "I don't want to cast that for you". In broad strokes, the former is more socially acceptable than the latter.
Try playing a Celestial/Earth scholar that took plenty of ranks in making scrolls and potions. I'd share with any casters I went out with.Toddo said:That is true, and something I hadn't considered. Putting COTF or lower spell/higher slot in place would devalue potion and scroll makers, and there are some who would argue that they are already undervalued.
Most NERO International chapters I've played at (4/5 IIRC) use CotF , but each chapter gets to choose which one it wants to use. I've played both with memorization and with CotF - as a caster, it's certainly easier to get things done with CotF, but I can definitely see the argument for memorization being better. I think being able to use high magic for CotF is a good compromise.COTF fell under "playtests" for NERO chapters- there were games on the East Coast that did/do COTF, including the NERO successor to Ashbury when Alliance split off.
Not to keep going on about how International does things, but there's a level 8 spell in International called "Regenerate" that heals the target to full over 60 seconds which is interrupted if they do anything or take damage, if I remember right. The short duration means people end up using it on the battlefield fairly frequently. I think a better solution would be a lower level spell or high magic ability with a duration of at least 5 minutes.Personally, I'm all for a more rapid "regeneration" spell that requires the target to sit still for a few minutes to recover.
That's my point, though- it's a combat-capable heal. I can First Aid someone in an uninterrupted minute. People do that all the time. Full heals on that sorta timer IMHO are too much.Darkcrescent said:I'm not going to attempt to balance build cost with requriement, but I'd think something like this:
Regenerate- Heal to full over 60 seconds. Spell fails if any action is taken or damage taken. 2 High Magic points. Can be taken for every 2 9th level spells you can memorize.
Cast on the fly is extremely powerful, almost excessively so (see below), and could drastically change combat and the way monsters have their stats allocated; I don't think that 3 HM points is enough of a barrier/limiter. When you start looking at 25th+ level characters (261 build gets you: OHE, R/W, FA/HA, merchant, teacher, 6 Column, 30 Levels of formal) having a 6 or 7 column with 30 levels of Formal (which at 3 HM is 10 COTF spells), I'd say that's pretty scarey. It allows you to focus on 1 school/effect group or 1 take-out and just pump them full of prisons or sleeps or confines or paralysis, etc. Now imagine having 3 or 4 or 5 casters with CoTF that can do that. It'd also make it significantly easier to fix people and remove negative character effects. Now think of how bad guys and BBEG's would need to change in order to deal with that if you wanted a fight to last more than 10 or 15 seconds (bind until it sticks, then send in the stick jocks). Is that something that you as a PC would want to have to deal with? On the plus side, it could potentially hose PC golems!I would totally dedicate high magic to be able to COTF one spell, maybe something like 3 HM points?
phedre said:The Regeneration spells are deadly when combined with you BBG and a Circle of Power. All he has to do is be able to get one, or drop one himself, and if he's got a shadow/dragon mage with him who can put one up and then recognize him in, the PCs will be in even more trouble if the mage has a few of those in memory.
That's why people are trying to build in the "it doesn't work in combat" thing. If the Plot team wants to give the BBG a Full Heal, they already can, with a Revive or something. That possibility already exists within the rules. What you really have to justify is a reason why every Smart BBG can't heal themselves to full. Most of them don't do it because they can't, they don't have the necessary ability. Making it something that a PC can get removes that block unless you hard-wire in a reason that they can't just bring along someone with that PC skill, like an exceptionally long time frame (which I think can be defeated with a battle cast CoP, and would lead to people camping out around the circle and getting bored while the BBG heals up) or a hard to come by (for NPCs) object, like a Permanent CoP.phedre said:Blanket full heal means that that BBEG that your town just spent 20 minutes beating down can now full heal himself without a renew or revive.
But the full heals that take a while are pretty nifty too. I would prefer they required the recipient to sit and do nothing but let's not punish the caster.phedre said:Full heals are a bad idea. Giving a 9th level 40 or 50 point heal, sure. Blanket full heal means that that BBEG that your town just spent 20 minutes beating down can now full heal himself without a renew or revive.