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==Casting Stats== |
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| category = Magic Spells and Systems |
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GameMaster Oscuro |
GameMaster Oscuro |
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==[[Iron Skin (1202)]]== |
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===Initial Posts (8/2008)=== |
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| category = Magic Spells and Systems |
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| topic = Mentalist Circle |
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| messagenum = 177 |
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| author = GS4-ESTILD |
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| date = 8/11/2008 1:18:41 PM |
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| subject = Hot off the presses, MINOR MENTAL! |
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}}<i>It was stated that monks can be unarmored, with their "armor level" being determined by level and Lore training.</i> -Lia |
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[[Monk]]s will not have inherent [[armor]]. From our design standpoint, they will wear no or cloth armor and use [[Iron Skin (1202)]]. Iron Skin will provide a base amount of armor equivalent protection, with [[Mental Lore, Transformation]] increasing the bonus. Monks will also receive an innate bonus to this spell based upon their [[level]].<br> |
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<i>And are you still considering switching [[rogue]]s to [[Minor Mental|MnM]] instead of [[Minor Spiritual|MnS]]?</i> -Lia |
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No, there is no such consideration at this time. |
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GameMaster Estild |
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{{saved-post |
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| category = Magic Spells and Systems |
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| topic = Mentalist Circle |
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| messagenum = 178 |
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| author = GS4-OSCURO |
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| date = 8/11/2008 1:33:26 PM |
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| subject = Hot off the presses, MINOR MENTAL! |
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}}<em>>>It was stated that monks can be unarmored, with their "armor level" being determined by level and Lore training. Traditionally, squares have redux and high AsG armor instead of massive DS. Does this mean that high level Monks can have skin that's the equivalent of chain hauberk or even plate, with 0 spell hindrance? Would 1202 make this even more powerful?<br></em> |
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1202 is what's giving them the ability in the first place. It's not innate. Iron Skin will harden the caster's skin and make it act as AsG 6 (full leather) as a base. This base increases with Monk level and Transformation lore (on separate seeds, so the increases are front-loaded). Chain AsGs will be possible, but I'm not sure about plates. Monks that 1x transformation lore will have a higher possible AsG with Iron Skin than non-Monks that 2x. I'm not sure what was decided with spell hindrance and Iron Skin, but my guess is it won't cause it. |
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Monks will also have [[redux]] available, and will also be expected to gain a little [[DS]] through spells. |
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<em>>>And are you still considering switching rogues to MnM instead of MnS?<br></em> |
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As far as I know, there aren't any plans for it to happen. Many of the spells on the MnM list are designed considering that Monks will be the only square with access, and I don't think it would make much sense to have a square be the only class able to imbed MnM spells. In the end, it's to the [[Rogue]] team, GMs Ildran, Coase and Warden, though.<br> |
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GM Oscuro |
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Revision as of 00:12, 1 April 2017
Casting Stats
Topic: Mentalist Circle
Message #: 546
Author: GS4-Estild
Date: 6/22/2010 6:54:20 PM
Subject: Re: Mental Casting Stats
>Oh, also, I almost forgot, what's the Mental CS Stat!? - dan/gnimble
We'll be using a new system for the mental CS stat. Instead of a single stat for all mental spells, the responsible stats will be dependent upon the type of mental magic used.
The Minor Mental circle is considered a generic/dabbler's list, so it will only use the LOG bonus. Logic is considered the key stat for mental acuity. For each race, we'll see the following breakdown:
Outstanding (+10) - Burghal Gnomes
Good (+5) - Humans, Dwarves, Halflings, Forest Gnomes, Erithians, Aelotoi
Average - Half Elves, Sylvans, Dark Elves, Elves
Poor (-5) - Giantmen
Terrible (-10) - Half-Krolvin
The Major Mental circle, which will focus on telepathy and divination, will use an average of INF and LOG bonuses. Influence is considered a key stat for mental magic that affects the minds of others. For each race, we'll see the following breakdown:
Good (+5) - Erithians, Elves
Above Average (+2.5) - Humans, Giantmen, Half-Elves, Halflings
Average - Sylvans, Dark Elves, Burghal Gnomes, Aelotoi
Below Average (-2.5) - Forest Gnomes
Poor (-5) - Dwarves
Worst (-7.5) Half-Krolvin
The Savant circle, which will focus on manipulation, transformation, and transference, will use the average of DIS and LOG bonuses. Discipline is considered a key stat for mental magic where the caster is using force of will to manipulate matter or energy. For each race, we'll see the following breakdown:
Excellent (+7.5) - Dwarves
Good (+5) - Erithians, Forest Gnomes, Aelotoi
Above Average (+2.5)- Humans, Burghal Gnomes
Average - Halflings
Below Average (-2.5) - Giantmen, Half-Elves, Sylvans
Poor (-5) - Dark Elves, Half-Krolvin
Worst (-7.5) - Elves
"With the above approach, Erithians are either best or second best at all types of CS-based Mental magic, and only Erithians and Humans have bonuses to all three lists. Elves are strong telepaths but weak manipulators. Dwarves, on the other hand, are weak telepaths but strong manipulators. Burghal gnomes are excellent dabblers but not too exceptional when they get into the specialized lists. We think that fits well with the concepts for all of those races. All races except Half Krolvin, Sylvans, and Dark Elves would have some facet of Mental CS-based magic at which they are above average. And for the Sylvans and Dark Elves, they would still be the best of the Elven-types when it comes to Mental bolt spells." - Warden (not going to bother rephrasing since he explained it so well).
GameMaster Estild
Topic: So You Want to be a Monk?
Message #: 143
Author: GS4-Oscuro
Date: 09/09/2012 03:37 PM CDT
Subject: Re: Stats
>>WIS and LOG are useful for the reasons you stated, also LOG is the minor mental CS/TD stat and LOG/INF are the CS/TD stat for I think the savant circle (either that or major mental) so its good for TD for that circle as well.
LOG is the CS stat for MnM, but DIS is the TD stat. DIS is the TD stat for all three of the MnM, MjM and Savant circles. The CS stat for MjM is the average of LOG and INF, while the CS stat for Savant is the average of LOG and DIS.
GameMaster Oscuro
Iron Skin (1202)
Initial Posts (8/2008)
Topic: Mentalist Circle
Message #: 177
Author: GS4-ESTILD
Date: 8/11/2008 1:18:41 PM
Subject: Hot off the presses, MINOR MENTAL!
It was stated that monks can be unarmored, with their "armor level" being determined by level and Lore training. -Lia
Monks will not have inherent armor. From our design standpoint, they will wear no or cloth armor and use Iron Skin (1202). Iron Skin will provide a base amount of armor equivalent protection, with Mental Lore, Transformation increasing the bonus. Monks will also receive an innate bonus to this spell based upon their level.
And are you still considering switching rogues to MnM instead of MnS? -Lia
No, there is no such consideration at this time.
GameMaster Estild
Topic: Mentalist Circle
Message #: 178
Author: GS4-OSCURO
Date: 8/11/2008 1:33:26 PM
Subject: Hot off the presses, MINOR MENTAL!
>>It was stated that monks can be unarmored, with their "armor level" being determined by level and Lore training. Traditionally, squares have redux and high AsG armor instead of massive DS. Does this mean that high level Monks can have skin that's the equivalent of chain hauberk or even plate, with 0 spell hindrance? Would 1202 make this even more powerful?
1202 is what's giving them the ability in the first place. It's not innate. Iron Skin will harden the caster's skin and make it act as AsG 6 (full leather) as a base. This base increases with Monk level and Transformation lore (on separate seeds, so the increases are front-loaded). Chain AsGs will be possible, but I'm not sure about plates. Monks that 1x transformation lore will have a higher possible AsG with Iron Skin than non-Monks that 2x. I'm not sure what was decided with spell hindrance and Iron Skin, but my guess is it won't cause it.
Monks will also have redux available, and will also be expected to gain a little DS through spells.
>>And are you still considering switching rogues to MnM instead of MnS?
As far as I know, there aren't any plans for it to happen. Many of the spells on the MnM list are designed considering that Monks will be the only square with access, and I don't think it would make much sense to have a square be the only class able to imbed MnM spells. In the end, it's to the Rogue team, GMs Ildran, Coase and Warden, though.
GM Oscuro