Still more changes
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Rayven wrote: I can't speak for all the RM's who were involved in the decision, but I feel the reason Sacrament had prayers such as Aid removed is because if you take a good look, EVERY domain now has 2 prayers per rank. Sacrament used to have 3 in some ranks.
Thats fine and all, but taking a combat buff away from Cleric is not the way to go about it, in my opinion. I get the change to Consecrate. Why not have an ability like Aid moved to a Tag skill for Clerics too?
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Brother Aldric wrote: Thats fine and all, but taking a combat buff away from Cleric is not the way to go about it, in my opinion. I get the change to Consecrate. Why not have an ability like Aid moved to a Tag skill for Clerics too?
I would actually like this a lot. It could be a self buff that lets you swing for divine and maybe other buffs. Similar to berzerker rage, spirit of the dragon or other similar effects. It would emphasize that while their connection to the gods is more of a physical role it is not of a lesser nature to that of a priest. Something I feel a lot of people think when talking about the tween classes.
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Thats fine and all, but taking a combat buff away from Cleric is not the way to go about it, in my opinion
I agree. Sacrment domain, as it is available to all gods (except, currently, Visagalis), is a "utility" domain that helps define the Priest and Cleric professions. "Aid" is a prayer that helps make Clerics who they are. They should retain access to it.
While I understand that other domains have only two prayers per rank, we should not conflate symmetry with balance.
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Please "Think" before you post... and like posts. Please "Re-read" your posts before hitting send. When you put too much un-checked passion in a post, your words can come across more hurtful then intended and that really is not fair to the people who have been working very hard and have different opinions than you. Please propose suggestions and opinions with a kind and non sarcastic attitude. Thank you.
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I realize I've had much to say, and I hope it all came across as constructive and respectful.
It's easy to just consider the rules and forget that this is the effort of real people- and friends.
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I will draft up some more constructive versions of my criticism to share here. Unfortunately my suggestion is to almost completely rewrite the abilities in question as I think they are "Unbalanceable" in the current state of the game as I see it.
My concerns stem from there being an overt amount of mind altering and killing abilities. These are dangerous to RP in two ways 1: You can't RP when you're dead 2: you can RP when you're CC'd.
Sure, you can act like you're having some sort of psychotic fit in the case of necromantic terror, or you can fall to a knee and pretend to be barely conscious in the event of some sort of stunning blow. What I think we really want (despite thinking we want more "Harvest your Soul") are the skills that our characters can use in order to tell the characters story, not necessarily be a killing machine.
Overall I think the tenor of the game world could benefit from a much needed "power down". People would feel less in danger (and therefor less likely to cheat) and there would be more room to solve problems diplomatically and creatively, and also work together in fights rather than just running amok. Those things combined -might- provide for a better platform for creative storytelling rather than a constant battle to overcome the insane amounts of raw killing power held in the hands of the player base.
Plainly, anything that looks or smells like a "Slay" or an "Incap" or "Harvest your soul" can go. Of course mine is an extreme point of view, and the idea of flattening out the power curve would have major effects on all other abilities (probably for the better).
That is simply my philosophical position. I will play no matter how closely the rules resemble a game of Munchkin.
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Overall, I feel that divine domains (both good and evil) should be slightly higher in power than Magic, Psionics, and Druidics. Since Divinity requires people to conform to the tenants of their god and if they fail to do so they may have their power taken away, this would be a reward for the additional RP required.
Example 1: Corrupt Health is a rank 3 that does 25 divine damage, currently. A slightly improved version would be that it does Divine Bane, aggravated damage, or is considered a lesser curse and doesn't heal until the curse is first removed.
Example 2: Luminescent Beam as a rank 4 does 50 divine and a blind effect. A slightly improved version would be that it does 75 or 100 divine damage which would bring it in line with some more damage prayers, but it wouldn't be 200 since it has a blind effect.
Chaos:
Disordered Mind – I worry that the staying silent isn't sufficient when being questioned. I don’t know anyone that questions someone, which would take silence as an acceptable response and not continue to push the question or become terribly suspicious. Personally, I would rather see something like, “The person attempting to use a detection ability has been foiled and is unable to detect if the answer is true or false for the duration of the truth detection.” By using something along these lines, the interrogator may be suspicious, but it now pushes the person be questioned to come up with a good story to try to make them believable.
Law:
Halt needs to be renamed. It sounds too much like “hold” and causes people to stop combat all together. Possible names could be Divine Restraint, Impede Movement, or Divine Impasse.
Necromancy:
Necromatic Shroud – I think this change looks good, but I would like to see something like allowing Spell Tether to work on these types of spells to allow for the chance to increase the duration as a good middle ground for the loss of duration.
With the removal of lethal lower list spells (which I agree with) will Arc-Caster be revisited to possibly add the lethal trait to a spell augment? It’s the only master list that doesn't have that option anymore.
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(JP)
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Also in agreement with the RP requirements being somewhat more stringent than other casting classes, aside from perhaps Druid. I am not expecting a boost to the abilities, but it does bear keeping in mind.
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Interrogator: "If Sneaky Sam was NOT the guy who stabbed & killed Farmer Fred, just NOT be silent."
Shifty Steve (Sneaky Sam's partner to the crime of killing Farmer Fred): *calls truth detection defense that allows to stay silent*.
Problem with this is the defense only allows the user to not say anything, but if he/she wanted to make sure the questioner not know the truth, he has to say something.
The idea of the truth detection abilities vs the defenses is keeping silent can be used against the defender is the questioner phrases the question in the right way.
Interrogation in LARP is not something I see easily handled. I do not envy you folks in how to make it balanced.
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Furthermore, the clause "just not be silent" offends me on a grammatical level.
You're correct that interrogation skills are difficult to balance. Over the next month, as we revisit the prayers, we'll take all of the feedback into account.
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Also, my apologies for the bad grammar. I'll make sure to watch Weird Al's Blurred Lines parody to re-educate myself.
Yes, it would be a violation of the spirit of the rules, but there's been plenty of times the spirit has been violated due to other outside factors. (Man, that sounded so different in my head than I wrote it on here).
I haven't been around much for the entire Visagalis thing, so I'll leave my nose out of it, but.... so far I can say from what I've read is that this "diety" really doesn't serve anything other than just a way for players to play a "faith class" without really being connected to a faith. At least, that is the impression I'm getting from this new change. I could be totally wrong as I haven't been to game in a long time.
Renaming the prayers seems pretty good. I'm sure you all will polish them up in a short while.
The Cleric "Aid" spell does seem out of place for them to have it at 3rd. I see that Clerics are more martial than Priests. They get tag skills & the higher Body ratio. However, their prayers are really augments for them to use in a fight, & to take a specific augment like Aid & move it up reduces the effectiveness of the Cleric vs a Warrior/Swashbuckler/Ronin/Cavalier/other melee profession who gets a free buff from a friendly Priest/Mage.
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For example (I can't think of a good one so I'm sorry in advance)
Torturer/interrogator: Do you follow a dark god?
Victim: There are dark gods.
Could the victim make true statements that are not related to themselves?
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Bat Cooper wrote: In regards to the "Aid" change, maybe if there was another way for a cleric to swing for divine like the witch hunters swing for posi(like divine energy concentration as a skill?). With things as they are if a group of Super Clerics comes across something that can only be affected by divine and there isn't a priest handy with a LOT of faith points all they can do is pout at it. This would make for an awkward situation if an angel of "insert deity name here" attacks a mass.
Something like a "Divine Faith" periodic, faith. User channels their faith into a physical manifestation of their deity's power. When used the cleric swings for +1 divine, is immune to fear and terror effects. Lasts 5 minutes. Costs 4~6 build.
Something like that would be cool, and inline with berserker's rage and spirit of the dragon.
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It could work as either a continuous skill, or as another option have it as a per period, short term buff similar to other combat augment skills.
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Gilthu wrote:
Bat Cooper wrote: In regards to the "Aid" change, maybe if there was another way for a cleric to swing for divine like the witch hunters swing for posi(like divine energy concentration as a skill?). With things as they are if a group of Super Clerics comes across something that can only be affected by divine and there isn't a priest handy with a LOT of faith points all they can do is pout at it. This would make for an awkward situation if an angel of "insert deity name here" attacks a mass.
Something like a "Divine Faith" periodic, faith. User channels their faith into a physical manifestation of their deity's power. When used the cleric swings for +1 divine, is immune to fear and terror effects. Lasts 5 minutes. Costs 4~6 build.
Something like that would be cool, and inline with berserker's rage and spirit of the dragon.
Maybe zomething called Zeal. Grants the Cleric either +1 Strength to all weapon strikes OR +0 Divine for 5 minutes, also grants +15 temp Body.
So the Cleric gets something that's like a weapon prof or a damage type against specific foes.
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Changes to Sanctuary, moving Aid to Tier III.
It is of note that War has the exact same Prayer at Tier III called War Blade. It however adds +1 Divine as opposed to Aid which is +0 Divine for the same duration. Don't know if anyone has pointed this out yet.
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