Magic in the Realms

Helpful Hints for Both the Technical and Roleplaying Aspects of the Game

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samb123
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Re: Magic in the Realms

Unread post by samb123 »

Incarnate wrote:Funny you keep stating its an outdated mechanic, because to this date its still in the game of DnD!
Guess you didn't play 5th Edition then? Guess what they do, even in organized play? You buy a focus, so you don't even need to care, unless the component costs more than 100g. AND that tells you all you need to know about how outdated it is...


I think I'm done here. You've stopped making sense.
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Re: Magic in the Realms

Unread post by Incarnate »

samb123 wrote:
Incarnate wrote:Funny you keep stating its an outdated mechanic, because to this date its still in the game of DnD!
Guess you didn't play 5th Edition then? Guess what they do, even in organized play? You buy a focus, so you don't even need to care, unless the component costs more than 100g. AND that tells you all you need to know about how outdated it is...

I think I'm done here. You've stopped making sense.
I have, seems like you haven't though, seems like all you did was do a little google-fu and the first results you get is suddenly ONLY how it is, but what do I know, thats just how it seems. Also, I think I need to remind you that we're timeline wise 1st edition which is close to 1357 DR and 5th is the earliest from 1489 DR, thats 132 years in difference - a lot can happen in that amount of time. But mechanically we're closer to 3.5, so if anything you should really use 1st, 2nd, 3rd or 3.5 as a reference, and not 5e.
..and it would be incorrect with regards to the cost you mentioned as there are material components that are consumed that cost way less than a 100 gps, I think its a low as 10 gps.

From 5e core rulebook about Spell Component pouches also known as component pouches in 5e:
Casting some spells requires particular objects, specified in parentheses in the component entry. A character can use a component pouch or a spellcasting focus (found in chapter 5) in place of the components specified for a spell. But if a cost is indicated for a component, a character must have that specific component before he or she can cast the spell. If a spell states that a material component is consumed by the spell, the caster must provide this component for each casting o f the spell. A spellcaster must have a hand free to access these components, but it can be the same hand that he or she uses to perform somatic components.

There are mechanical differences between the two, and if using the spell component pouch its under the assumption that the spellcaster keeps resupplying it whenever needed. Another very important part here, should the spellcaster be without a spell component pouch or an arcane/divine symbol, then effective the spellcaster CANNOT cast any spells. So no, its not outdated, the editions are just very different with regards to how components are tracked. 3.5 has rules for a spell component pouch too.

From 3.5 about the spell component pouch and focus:
A material component is one or more physical substances or objects that are annihilated by the spell energies in the casting process. Unless a cost is given for a material component, the cost is negligible. Don’t bother to keep track of material components with negligible cost. Assume you have all you need as long as you have your spell component pouch. A focus component is a prop of some sort. Unlike amaterial component, a focus is not consumed when the spell is cast and can be reused. As with material components, the cost for a focus is negligible unless a price is given. Assume that focus components of negligible cost are in your spell component pouch.

The spell component pouch makes more sense in its historical context: prior to 3e, spells had specific component requirements and some DMs required mages to keep track of every live spider and ball of guano in order to cast those game-changing spells - which consistent with lore. 3e's component pouch is a simplification of this earlier tradition. So what I'm saying is historically and lore-wise correct. There are still quite many spells that have a material component that is consumed upon casting, and historically almost every spell had this. The simplication was made to cater to the casual gamers, DM's in 3e and above can still rule that material spell components is a finite resource that needs to be tracked, but should consider it with respects to it being in a more simplified manner. So no, its not an outdated rule or mechanic, its just been simplified because they wanted to cater to more people, and manual tracking is more cumbersome - where as scripts can handle that a lot better and even automatically. And remember, without the spell component pouch in 3.5 the spellcaster cannot cast any spells that has a material component, unless the caster specifically has the items needed.

So yes I do believe its reasonable to make something like was discussed between Reckeo and me.
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Re: Magic in the Realms

Unread post by samb123 »

Incarnate wrote:I have, seems like you haven't though, seems like all you did was do a little google-fu and the first results you get is suddenly ONLY how it is
K. Well, I play D&D Adventurer's League every week, so... you know, the place where the rules are so stringent that you can't do anything outside of RAW...
But feel free to think you know what's up, bud. :lol:

Fact is, if organized play is doing it the way I described (and they are, all the while never violating RAW), then it's considered "outdated" by RAW, unless a GP amount is specifically mentioned. Which is so rare as to come up almost never. And, yes, AL does define how 5th Edition works, just like organized play has since 3E.


In other words:
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Reckeo
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Re: Magic in the Realms

Unread post by Reckeo »

Alright, lets slow our roll here guys. I think it's fine if people disagree, but lets start examining solutions without comparison of.....bananas. :(


Almost requires a restart.

OP suggested we educate players and cultivate an in game environment that promotes better immersive, and true to lore, RP of Wizard and Caster classes.

We have at least 20 years of source material, video games, different systems and other fantasy realms to go to for suggestions, brain storms, and ideas. I started AD&D 2nd edition, I think Invoker did as well, which is where the 'out-dated' notions of spell regeants came from. I think I am one of the few that played Ultima Online, so I know how much of a burden spell regeants can be on a caster (FYI, it's really, REALLY bad, especially in a pro-open pvp world). In PnP we NEVER enforced this rule, but it's really simple because components don't cost that much, can be scavenged during travel, found along the road, and handled with a sentence or two unless casting one of the ultra high level powerful spells.

However, there were also plenty of things that casters could do to circumvent these costs. This could be represented through say, an Evoker not requiring regeants or spell pouches for evocation school spells, or a Conjurer not needing regeants for summoning spells. Or feats that casters could take, like meta-magic, completely circumventing regeant costs altogether.

I'm not trying to punish anyone, or make the game LESS enjoyable. Honestly, I think the best approach is to take in everyone's opinions with respect, and try to find solutions that don't inhibit players, but encourage and enrich the RP experience.

Some of the biggest issues with magic as it stands, is the blatant lack of RP. The issue is that when someone isn't RPing a caster true to the source material or the lore, it is much more obvious due to the magical FX represented in game. A dwarf warrior that isn't RPing that runs past me at FAI and zergs around isn't nearly as noticeable as the mage that runs in shiney and fully buffed.
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Re: Magic in the Realms

Unread post by Steve »

Right.

The OP was about giving Lore-based background to the Forgotten Realms, so that more developed Role-play concerning Magic could happen...and without any need for scripts, or mechanics, or nerfs, or bonuses even!

The NWN2 game and the BGTSCC provides this unlimited, 100% reliable system of Magic from a total meta-perspective, that, I humbly argue, is not how it should be role-played, when and if, you study the Setting of the Forgotten Realms. Check the link in the OP, again, please.

So look, the crass way to say it is: don't (ab)use Magic like a computer program guarantee output kinda tool.

The less crass way of saying it is: Magic has a very powerful, very rich, very special and often very unique existence in the Forgotten Realms. And though the NWN2 Game allows us to be Epic Characters with very little investment, that by no means stops us from epic-ly Role-Playing the Setting to its true nature!

So, again, the OP is about offering perspective for a perspective change, in the individual. YOU can make this happen. And, to the YUGE BENEFIT of the Server, in general. Cheers.

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Re: Magic in the Realms

Unread post by Incarnate »

samb123 wrote: Fact is, if organized play is doing it the way I described (and they are, all the while never violating RAW), then it's considered "outdated" by RAW, unless a GP amount is specifically mentioned. Which is so rare as to come up almost never. And, yes, AL does define how 5th Edition works, just like organized play has since 3E.
I don't agree that its an outdated mechanic just because some organized groups are running them without, its a different way of handling it, a more casual and simplified way. You're completely disregarding the fact that a lot of the spells has material components where the spell component pouch or focus won't be enough, because it has a material component that doesn't have a negligible cost. Basically put, the spell component pouch and focus is what allows the spellcasting, its essentially the tools needed to cast spells - without them you can't cast spells, where some specific spells requires a material component that is more than what the spell component or focus can provide. Of course, you're entitled to your opinion but that doesn't mean you're right.
Reckeo wrote:I started AD&D 2nd edition, I think Invoker did as well, which is where the 'out-dated' notions of spell regeants came from. I think I am one of the few that played Ultima Online, so I know how much of a burden spell regeants can be on a caster (FYI, it's really, REALLY bad, especially in a pro-open pvp world). In PnP we NEVER enforced this rule, but it's really simple because components don't cost that much, can be scavenged during travel, found along the road, and handled with a sentence or two unless casting one of the ultra high level powerful spells.
I think I need to remind you that quite a lot of spells require material components where a spell component pouch or focus just simply isn't enough. As I wrote above, the spell component pouch and focus is basically the tools needed to cast spells, without them a spellcaster can cast spells, unless the caster has the spefic components needed at hand. Furthermore, its simply not correct that its only ultra high level powerful spells that has a non-negligible material component.

A couple of examples:
1st:
Identify - Material component: A pearl of at least 100 gp value.
Bless Water - Material component: 5 pounds of powdered silver (worth 25 gp).
Curse Water - Material component: 5 pounds of powdered silver (worth 25 gp).
2nd:
Continual Flame - Material component: Ruby dust with a worth of at least 50 gp.
Magic Mouth - Material component: Jade dust with a worth of at least 10 gp.
Phantom Trap - Material component: A special dust requiring 50 gp to prepare.
Consecrate - Material component: A vial of holy water and 25 gp worth (5 pounds).
Desecrate - Material component: A vial of unholy water and 25 gp worth (5 pounds).
Shield Other - Material component: A pair of platinum rings (worth at least 50 gp each).
3rd:
Nondetection - Material component: Diamond dust with a worth of at least 50 gp.
Sepia Snake Sigil - Material component: 500 gp worth of powdered amber.
Illusory Script - Material component: A lead-based ink (cost of no less than 50 gp).
Fire Trap - Material component: A half-pound of gold dust (cost 25 gp).
Glyph of Warding - Material component: Powdered diamond worth at least 200 gp.
4th:
Stoneskin - Material component: 250 gp worth of diamond dust.
Scrying - Material component: Arcane Caster: Cighly polished silver costing not less than 1,000 gp. Cleric: A holy water font costing not less than 100 gp.
Animate Dead - Material component: A black onyx gem worth at least 25 gp per Hit Die of the undead being animated.
Mnemonic Enhancer - Material component: An ivory plaque of at least 50 gp value.
Restoration - Material component: Diamond dust worth 100 gp
5th:
False Vision - Material component: A piece of jade worth at least 250 gp.
Magic Jar - Material component: A gem or crystal worth at least 100 gp.
Symbol of Pain - Material component: Powdered diamond and opal with a total value of at least 1,000 gp
Raise Dead - Material component: Diamonds worth a total of least 5,000 gp.
Hallow - Material component: Herbs, oils, and incense worth at least 1,000 gp, plus 1,000 gp per level of the spell.
Unhallow - Material component: Herbs, oils, and incense worth at least 1,000 gp, plus 1,000 gp per level of the spell.

Granted, some of these spells aren't on the server, but these examples are just to point out that the material component cost aren't just at the very high levels, they begin already at level 1, also many of the spells really should have a cost associated if the material spell components are not that easily accessible or are difficult to obtain - some are really specific and wouldn't be something that would be considered a typical materia component. Like for instance, a piece from a ghoul or a ghast. Some of the spells on the server already has a gold cost associated, but still would be nice if the spell component pouch, focus and material components was a lot more integral.
Reckeo wrote:Some of the biggest issues with magic as it stands, is the blatant lack of RP. The issue is that when someone isn't RPing a caster true to the source material or the lore, it is much more obvious due to the magical FX represented in game. A dwarf warrior that isn't RPing that runs past me at FAI and zergs around isn't nearly as noticeable as the mage that runs in shiney and fully buffed.
I agree, which is why I think there should be made some efforts to put emphasis on what it means to be a spell caster in forgotten realms, and one isn't just playing a nifty set of spells and powers, which is how it seems many are going about it. I too want to enrich the game, I don't want to burden people, but I do feel there needs to be something mechanical in place as the majority won't uphold it, especially if they're not aware of how they're supposed to rp a caster in this setting, and they aren't on the forum.
Steve wrote: The NWN2 game and the BGTSCC provides this unlimited, 100% reliable system of Magic from a total meta-perspective, that, I humbly argue, is not how it should be role-played, when and if, you study the Setting of the Forgotten Realms. Check the link in the OP, again, please.

So look, the crass way to say it is: don't (ab)use Magic like a computer program guarantee output kinda tool.

The less crass way of saying it is: Magic has a very powerful, very rich, very special and often very unique existence in the Forgotten Realms. And though the NWN2 Game allows us to be Epic Characters with very little investment, that by no means stops us from epic-ly Role-Playing the Setting to its true nature!

So, again, the OP is about offering perspective for a perspective change, in the individual. YOU can make this happen. And, to the YUGE BENEFIT of the Server, in general. Cheers.
This is exactly how many are going about it "(ab)using Magic like a computer program guarantee output kinda tool." The problem is, there is NOTHING stopping them from doing it, sure you can tell them that they shouldn't, but will that make them do so? Maybe, but its not an ensured guarantee, where if there was mechanics in place that ensured it that it wouldn't be possible to go about it in such a way, then it wouldn't happen. That is why I'm suggesting an approach to it that is more from a mechanical stand point, because if its possible to do it, then it will happen.
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Re: Magic in the Realms

Unread post by Reckeo »

Steve wrote:Right.

The OP was about giving Lore-based background to the Forgotten Realms, so that more developed Role-play concerning Magic could happen...and without any need for scripts, or mechanics, or nerfs, or bonuses even!

The NWN2 game and the BGTSCC provides this unlimited, 100% reliable system of Magic from a total meta-perspective, that, I humbly argue, is not how it should be role-played, when and if, you study the Setting of the Forgotten Realms. Check the link in the OP, again, please.

So look, the crass way to say it is: don't (ab)use Magic like a computer program guarantee output kinda tool.

The less crass way of saying it is: Magic has a very powerful, very rich, very special and often very unique existence in the Forgotten Realms. And though the NWN2 Game allows us to be Epic Characters with very little investment, that by no means stops us from epic-ly Role-Playing the Setting to its true nature!

So, again, the OP is about offering perspective for a perspective change, in the individual. YOU can make this happen. And, to the YUGE BENEFIT of the Server, in general. Cheers.
To an extent, I most certainly try to RP magic true to the Lore and setting. I already, for the most part, self enforce limiting my magic to only the zone I am going to be playing in for some time. If I enter FAI, or another city, I debuff any and all buffs. I try not to buff in area's with high population or traveller's going by. I also don't offer buffs to strangers, as a bard, I simply don't have the spells available to be careless when my build is dependent on those buffs to carry me through.

I don't go so far to not cast Stormsongs underground or in dungeons, but technically from an RP perspective, should only be able to do outside. In a way I meta-bend this perspective to my favor in game. Also, Bard's are not really dedicated spellcasters, nor is my Bard a truly dedicated Bard. However, he could be considered a 'dabbler' I suppose, as he does in RP terms have a keen interest in and curiosity in ancient lore, forgotten knowledge, elements, nature, and magic enough to be involved in RP plots surrounding magical artifacts and other casters. As for casting cost or GP for spellcasting, I would think it would be detrimental to the 'fun' aspect of the game in order to 'enforce' lore by implementing a mechanical limitation. This is why I started brain storming with Incarnation, and he offered the component bag solution, which is a much better RP-respective and non-game breaking alternative that would both mechanically enrich the culture, and restrict those who aren't dedicated enough to devote themselves to it.

The people who RP well, are already doing their best to RP to the lore and setting as it stands, I feel.

The problem comes from the people who are less interested in RP, and more interested in just 'playing a game'. They enjoy it for what it is, and might 'RP-lite', without fully embracing, having the time investment, or interest, in learning or engaging in 'RP-medium', or 'RP-lore' play style.

This is why Incarnate and I engaged in a conversation to seek possible alternative avenues to simple GP cost function (to me, this also diminishes RP by a simple 'hit the pocket book' function).

We have to create an outline for the goal of what OP suggested and it's simple:

Enrich RP Culture of Casters to be more lore appropriate and immersive.

Possible solutions to encourage (not enforce) this type of behavior, is through promotion by the casters who already RP and behaving ICly appropriately with their own characters, to create a culture where this becomes the norm and not the exception.

The problem is that on this server, this might not appeal to RP-lite who wouldn't enjoy that RP, and it won't solve the issue of shiny buffy wizzies running around with full buffs nuking everything they can and throwing buffs on strangers as they zerg around. Raising cultural expressions of lore-wise RP regarding magic casters simply WILL NOT CIRCUMVENT or PREVENT this.

Possible solutions as Incarnate and I started debating on before it kind of got hijacked by naysayers without giving it full time to develop; An implementation of possible restrictions such as Regeant or Component bags (and how this may mechanically be implemented). I found this to be an excellent, and superior suggestion as opposed to simply imposing a GP cost, and this was with contributed input.

This being said, there could also be meta-magic feats, or perhaps specialist mages that could forgo component cost for their respective schools, while still having to pay for spells outside their chosen school via a component bag function you can refill (not too expensive) at certain vendors or charge areas in the wild maybe with alchemy or survival skill.

Imposing a restriction of level 5 caster (dedicated caster, like wizard etc) without DM permission/application would also serve to enrich the caster QUALITY, at cost of cutting out the players that are not interested in playing the game to power through with a Wizard/Gish, decreasing QUANTITY. This means people who are serious about playing a Wizard, would have gone through a process necessary to obtain approval and receive it, demonstrating their dedication to Lore, Caster process, and RP.

This is as far as we have gotten into the productive suggestions of the discussion before all the naysayers jumped in with their 2 cents, which makes sense, and everyone obviously can voice their opinion. Productive progress need not be restrictive or diminish fun, but I too would like to see an increase in the Quality of the RP casters bring to the realm because truth be told, when a true Wizard RPer is around and RPing it to the lore, it...is....AWESOME.

This would also seek to bring some balance to the imbalance that the NWN2 engine brought to the table when it was released, as it highly favored casters over other classes with the amount of un-restrictive bonuses Casters currently enjoy without regards for power cost according to lore.
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Re: Magic in the Realms

Unread post by edmaster »

If spell components weren't added in the early incarnation of the server, there is little point in adding it now, adds nothing but frustration and headaches as old players would have to totally re-adjust their way of playing.
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Re: Magic in the Realms

Unread post by Invoker »

Oh no. I won’t have any issues.

But all those who can’t do what I do on a wizard will reroll forum warriors.

Go ahead! I couldn’t care less.
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Re: Magic in the Realms

Unread post by Reckeo »

edmaster wrote:If spell components weren't added in the early incarnation of the server, there is little point in adding it now, adds nothing but frustration and headaches as old players would have to totally re-adjust their way of playing.
If it's the old players that are running around fully buffed and pushing people out of the way and offering massive amounts of buffs to strangers without RP then this would be a good thing as it keeps it more consistent with the lore of the magic of the realm, as OP pointed out.

But apparently popular consensus is 'EFF actual magical lore applications if it nerfs my wizzie'.

No one is trying to cause headaches or nerfs, just discuss different methods of implementing RP promotion to be more lore oriented. This seems to be completely missed by most people in this thread, and I can only say this so many times in so many different ways.

People are simply whining without offering any kind of positive contribution to any sort of solution. 'Keep things as they are', does this is no way, and contributes nothing to RP progression like OP suggested.

If this means we have more 'forum warriors' running around, that too, is most likely more lore oriented as muscle heads with axes running around are much more numerous (and much more short lived), than a wizard spending long years studying words of power.
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Re: Magic in the Realms

Unread post by samb123 »

Reckeo wrote:I'm not trying to punish anyone, or make the game LESS enjoyable. Honestly, I think the best approach is to take in everyone's opinions with respect, and try to find solutions that don't inhibit players, but encourage and enrich the RP experience.
I'll tell you right now that any "solution" which advocates changing the server's code isn't a solution.


The best way to do it? Players who like to roleplay using spell components and such do so. And they can even become "teachers", ICly. For example, a senior wizard telling everyone who asks about getting items identified (via the Identify spell) responds with, "Oh, I think I can. I have a pearl here. I need to go hunting for more soon. Maybe you could help me find some more pearls later?"

RP only works well if it's a cooperative effort. If you want to see a certain type of RP more often, then the onus is on you to do it, frankly. That will encourage others to also do so, if you roleplay it well.
Reckeo wrote:A dwarf warrior that isn't RPing that runs past me at FAI and zergs around isn't nearly as noticeable as the mage that runs in shiney and fully buffed.
So, why not start asking said shiney mage about his spell buffs?
"Oh, hey... what's that? You got some kind of magical whazoo around you", says the innocent fighter to the fully buffed mage.


You will catch more flies with honey than vinegar, and asking the mage about his spells buff allows that player to roleplay their buffs as they describe them OR explain that they were just out adventuring. Etc., etc. There's a lot of different ways such an explanation could go. But it's not going anywhere if you just mentally complain about "another shiney buffed maged ruining my immersion". The easiest way to generate RP to appeal to show interest in other folk's characters. ;)
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Reckeo
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Re: Magic in the Realms

Unread post by Reckeo »

samb123 wrote:
Reckeo wrote:I'm not trying to punish anyone, or make the game LESS enjoyable. Honestly, I think the best approach is to take in everyone's opinions with respect, and try to find solutions that don't inhibit players, but encourage and enrich the RP experience.
I'll tell you right now that any "solution" which advocates changing the server's code isn't a solution.


The best way to do it? Players who like to roleplay using spell components and such do so. And they can even become "teachers", ICly. For example, a senior wizard telling everyone who asks about getting items identified (via the Identify spell) responds with, "Oh, I think I can. I have a pearl here. I need to go hunting for more soon. Maybe you could help me find some more pearls later?"

RP only works well if it's a cooperative effort. If you want to see a certain type of RP more often, then the onus is on you to do it, frankly. That will encourage others to also do so, if you roleplay it well.
Reckeo wrote:A dwarf warrior that isn't RPing that runs past me at FAI and zergs around isn't nearly as noticeable as the mage that runs in shiney and fully buffed.
So, why not start asking said shiney mage about his spell buffs?
"Oh, hey... what's that? You got some kind of magical whazoo around you", says the innocent fighter to the fully buffed mage.


You will catch more flies with honey than vinegar, and asking the mage about his spells buff allows that player to roleplay their buffs as they describe them OR explain that they were just out adventuring. Etc., etc. There's a lot of different ways such an explanation could go. But it's not going anywhere if you just mentally complain about "another shiney buffed maged ruining my immersion". The easiest way to generate RP to appeal to show interest in other folk's characters. ;)
You haven't been here that long. This is not achievable when they zerg past you, regardless of attempts to RP, which has been happening here for years. I have made multiple attempts on occasion for this, but to no avail. Other players have also experienced the same, which is mostly likely what contributed to OP's original post. Otherwise we wouldn't be having this discussion.

There is a considerable amount of players that RP-lite, or are less developed into the lore of the world and simply want to play a video game. I've received tells from people that run right past me, only to say 'sorry dude, not an rper'. I have screenshots of this.

You're offering solutions that I and many others have tried time and time again and this has in no way changed or halted this from happening.

Spend some time here and let me know how your approach fails to work for you, and you will most likely come to the same conclusions as many of us are right now. Otherwise, should you succeed, I will more than ready to take tips on how you managed to change this through the contributions you have made, where myself and many others failed to do so.

I'll be waiting but I won't be holding my breath.
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Re: Magic in the Realms

Unread post by Sapper Woody »

As a longtime wizard player (and the head of the mage's guild IC) I am all for educating people in order to ensure better RP. However, I am completely against any mechanical enforcement of the RP. (Side note: For those of you who know my character and/or have seen my posts in the past, he's a pure caster now, not an arcane gish anymore.)

For myself, I have two modes while online. My default mode, which is geared towards RP, and my dungeon running mode. In my dungeon running mode, when I get to the map of the dungeon I'm going to run I fully ward. I summon two summons, and I ward them to the nines. I then run the dungeon. Once I get back to a "safe" place, I rest and reapply my "RP mode wards" and I go back into my default mode.

I RP that it takes eight hours of rest, followed by an hour of spell preparation to prepare my spellbook. After that hour of spell preparation, he casts a resistance spell, immunities to the five damage types we can be immune to, and premonition. These all last 24 hours or longer. So after a reset or crash, I cast them again, as he would have already had them on.

And I've had people complain IC/OOC about that, even. But, logically, my character would do that and likely more. He hangs around the FAI fire a lot. And he's seen random demons attack there, adventurers bring up mimics that attacked, witnessed assassination attempts, and saw a giant fire breathing rabbit illusion attack. Not to mention he's had threats to his life. So, realistically, he'd be much more warded around the FAI fire. But I limit it to wards that no one sees, and that last an entire reset.

When I'm dungeon running, I have no issues with the "blast away and rest" style of play (although my character isn't a blaster). Because in PnP, there's no way we'd be done with an entire dungeon in 20-30 minutes. It would take several gaming sessions, and hours of IG time, possibly days. So instead of dealing with a casting imbalance in my mind, I deal with a time distortion.

Those that run with my wizard (even when he was an arcane gish bad-a) know that I ward up at the beginning of a dungeon, and then usually don't cast a single spell in the dungeon unless needed to kill a boss.

So, if we want to educate people on proper RP of magic, again I am all for that. But placing a mechanical limitation on it to force it to become more valuable is a horrible idea in my opinion. Be that a gold cost, components, or a "spell pouch".
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Reckeo
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Re: Magic in the Realms

Unread post by Reckeo »

Sapper Woody wrote:As a longtime wizard player (and the head of the mage's guild IC) I am all for educating people in order to ensure better RP. However, I am completely against any mechanical enforcement of the RP. (Side note: For those of you who know my character and/or have seen my posts in the past, he's a pure caster now, not an arcane gish anymore.)

For myself, I have two modes while online. My default mode, which is geared towards RP, and my dungeon running mode. In my dungeon running mode, when I get to the map of the dungeon I'm going to run I fully ward. I summon two summons, and I ward them to the nines. I then run the dungeon. Once I get back to a "safe" place, I rest and reapply my "RP mode wards" and I go back into my default mode.

I RP that it takes eight hours of rest, followed by an hour of spell preparation to prepare my spellbook. After that hour of spell preparation, he casts a resistance spell, immunities to the five damage types we can be immune to, and premonition. These all last 24 hours or longer. So after a reset or crash, I cast them again, as he would have already had them on.

And I've had people complain IC/OOC about that, even. But, logically, my character would do that and likely more. He hangs around the FAI fire a lot. And he's seen random demons attack there, adventurers bring up mimics that attacked, witnessed assassination attempts, and saw a giant fire breathing rabbit illusion attack. Not to mention he's had threats to his life. So, realistically, he'd be much more warded around the FAI fire. But I limit it to wards that no one sees, and that last an entire reset.

When I'm dungeon running, I have no issues with the "blast away and rest" style of play (although my character isn't a blaster). Because in PnP, there's no way we'd be done with an entire dungeon in 20-30 minutes. It would take several gaming sessions, and hours of IG time, possibly days. So instead of dealing with a casting imbalance in my mind, I deal with a time distortion.

Those that run with my wizard (even when he was an arcane gish bad-a) know that I ward up at the beginning of a dungeon, and then usually don't cast a single spell in the dungeon unless needed to kill a boss.

So, if we want to educate people on proper RP of magic, again I am all for that. But placing a mechanical limitation on it to force it to become more valuable is a horrible idea in my opinion. Be that a gold cost, components, or a "spell pouch".
Well said and understood. I also like the point you made regarding dealing with the 'time distortion' as this was something I had mentioned earlier regarding the lack of a mechanic that reflects time required to travel distances above ground, say from Goblin Caves of Beregost to Town of Beregost, I believe there is a sign that states 'Beregost 60 miles'. If you buff up with a buff that lasts 6 hours, it's not going to still be up when you arrive in Beregost.

Time distortion is a thing. This would cause players to focus on spells for that particular zone that they felt the need to have ready, lest they just waste the spell that will only debuff when travelling the zones. So if you buff yourself at the fire because you're expecting things to happen, this makes complete sense.
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Re: Magic in the Realms

Unread post by samb123 »

Reckeo wrote:You haven't been here that long. This is not achievable when they zerg past you, regardless of attempts to RP, which has been happening here for years. I have made multiple attempts on occasion for this, but to no avail. Other players have also experienced the same, which is mostly likely what contributed to OP's original post. Otherwise we wouldn't be having this discussion.
And if we're focused on that guy, who is clearly OOC zerging past, then we're wasting our time. I'm well aware of this type of behavior. I've been playing on NWN2 PWs for years.


When folks are in dungeon running mode - all the way in the middle of town as they run off to the dungeon, from in town - they're not RP'ing anyway. We'll always have those kind of folks*. And you're not going to change their mindset either. /shrug

*For the record, it bugs the crap out of me too. I play warlocks a lot. IF I DID that, as a warlock, someone would report my warlock to the town guard OR the town guard sees me.
Sapper Woody wrote:So, if we want to educate people on proper RP of magic, again I am all for that. But placing a mechanical limitation on it to force it to become more valuable is a horrible idea in my opinion. Be that a gold cost, components, or a "spell pouch".
:clap: :clap:
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