Scott
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Post by Scott on Jun 23, 2018 15:30:11 GMT
From the original thread:
Any thoughts?
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Post by logan9a on Jun 23, 2018 15:46:29 GMT
Still a bit ambivalent on this one. Nobody else really seems that interested in it either.
Question would be - why not just post the question in the original thread for this specific spell instead of starting a new thread? It does bump the thread and I could see 'how long has it been sitting there' and such?
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Scott
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Post by Scott on Jun 23, 2018 19:26:49 GMT
The "original" was the thread for the whole chain that you asked me to start separate threads off of for each spell. I just hadn't gotten around to this one.
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Post by logan9a on Jun 24, 2018 11:08:21 GMT
Ah! Good call then.
To go in to some details on actual use of this though.
Secret doors - generally a 'spot hidden' (or 'notice shit') roll would be used. I don't have weird tricky secret doors simply because trying to have something where you have to do really specific shit means I have to describe loads of shit for something that doesn't really bring much to the plot. Slowing down the game for a small puzzle - meh. So needing to use your 'wood' (got wood?) spell to reveal a secret door - I'm not really seeing the use.
Finding rare minerals and shit - geology or mining would do a good job. Sure, you could get around doing some of the stuff actual geologists do (like having a little kit to test the waters to see what trace stuff has gotten in to there) but mining simply doesn't work with 'hey look, there is a concentrated amount of shit right here'. You generally have to dig out a bunch of shit and sift through it or refine it. Unless you were to expand 'stone' to be all kids of other stuff like precious gems and such - which is far outside of what this tree is meant to be all about. So I'm not liking that one. Metal, same problem.
Overall, I'm pretty good with just dropping these entirely.
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Scott
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Post by Scott on Jun 28, 2018 16:55:44 GMT
What if it gave a bonus to the spot (or whatever) rolls to find the relevant shit?
Detect Stone/Wood/Metal *Revised* Casting time: 1 round Range: 30m Duration: Concentration MP cost: 2mp You detect whether there is Stone/Wood/Metal in a 30m radius. You get +30 to spot concealed Stone/Wood/Metal weapons and secret compartments/passages in Stone/Wood/Metal architecture. Also if you are looking for a particular type of Stone/Wood/Metal raw material (are there any ash trees/copper veins/granite slabs?), you get +30 to the relevant roll it if it is in range.
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Post by logan9a on Jun 28, 2018 23:28:16 GMT
I don't think right now we have other spells that give a bonus to a roll - can you think of any?
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Post by Fantômas on Jun 29, 2018 7:07:15 GMT
I could see a use for this for finding for example a concealed safe.
Also in a 'high' magic world, I could see people developing these kind of spells for various purposes such as suggested by Scott.
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Post by logan9a on Jun 29, 2018 8:45:39 GMT
I could see a use for this for finding for example a concealed safe. True however they are not super well hidden in my campaign. A simple 'spot' roll and you're there. Also in a 'high' magic world, I could see people developing these kind of spells for various purposes such as suggested by Scott. He's not suggested any purpose that really lights the fire. Also, none of the worlds are really 'high' magic.
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Scott
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Post by Scott on Jul 2, 2018 17:03:31 GMT
I could also see it being used as a (self) supporter roll in various circumstances. Electronics? Sense those hidden wires. Mechanical lockpicking/safecracking? Helps you tell whats going on "inside". (rock) Climbing? Normally lots of good hand/foot holds that you can't see. Similar arguments for Carpentry, Demolitions, Gunsmithing, Jury Rig, Masonry, Mechanical Repair,and Smithing. You already gave the nod on this one: Craft Stone/Wood/Metal Casting time: 1 minute Range: Self Duration: until sunup/sundown or until rolled, whichever is sooner. MP cost: 2mp You get a one time +10 to your next Masonry/Carpentry/Smithing roll to create an object or your next Mining/Lumberjacking/Metallurgy roll to produce raw materials. This spell ends as soon as you roll a relevant roll. [Above is OK] I think you forgot to include it in the "what we have so far thread" though.
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Post by logan9a on Jul 2, 2018 20:27:40 GMT
I think I'd backed off because I decided I did not like any spell which gives a bonus to skill. That is why it was not in the 'what we have so far' thread.
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Scott
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Post by Scott on Jul 3, 2018 18:48:49 GMT
Good to know.
What about spells used as a supporter?
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Post by logan9a on Jul 3, 2018 19:01:16 GMT
Good to know. What about spells used as a supporter? Which spells are used currently as a supporter?
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Post by logan9a on Jul 4, 2018 14:00:42 GMT
I was doing some research and DID find some other spells which can give bonus to skills already made (and known by some of the PC's).
Craft Stone/Wood/Metal Casting time: 1 minute Range: Self Duration: until sunup/sundown or until rolled, whichever is sooner. MP cost: 2mp You get a one time +10 to your next Masonry/Carpentry/Smithing roll to create an object or your next Mining/Lumberjacking/Metallurgy roll to produce raw materials. This spell ends as soon as you roll a relevant roll or the duration expires.
Actually, we can split this spell up into two different spells as they do slightly different things.
Craft stone/metal/wood
Harvest stone/metal/wood
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Scott
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Post by Scott on Jul 7, 2018 14:35:32 GMT
I was doing some research and DID find some other spells which can give bonus to skills already made (and known by some of the PC's). Craft Stone/Wood/Metal Casting time: 1 minute Range: Self Duration: until sunup/sundown or until rolled, whichever is sooner. MP cost: 2mp You get a one time +10 to your next Masonry/Carpentry/Smithing roll to create an object or your next Mining/Lumberjacking/Metallurgy roll to produce raw materials. This spell ends as soon as you roll a relevant roll or the duration expires. Actually, we can split this spell up into two different spells as they do slightly different things. Craft stone/metal/wood Harvest stone/metal/wood Okay. Does that mean we can do the Detect spell as a skill bonus as well?
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Post by logan9a on Jul 7, 2018 14:38:24 GMT
I was doing some research and DID find some other spells which can give bonus to skills already made (and known by some of the PC's). Craft Stone/Wood/Metal Casting time: 1 minute Range: Self Duration: until sunup/sundown or until rolled, whichever is sooner. MP cost: 2mp You get a one time +10 to your next Masonry/Carpentry/Smithing roll to create an object or your next Mining/Lumberjacking/Metallurgy roll to produce raw materials. This spell ends as soon as you roll a relevant roll or the duration expires. Actually, we can split this spell up into two different spells as they do slightly different things. Craft stone/metal/wood Harvest stone/metal/wood Okay. Does that mean we can do the Detect spell as a skill bonus as well? I guess it is, though since everyone's spot hidden is massive I think it will not be a high demand spell.
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