Post by Jopper13 on Feb 27, 2014 10:38:34 GMT -5
Hmm... that is a possibility. For one, maaaaybe two mana, a low level caster could negate a powerful warrior ability, one that requires them to progress to dying to complete. I am in favor a middle ground, where a raging player is only staggered when Pushed instead of flying 15 fleet and falling down. When looking at the exact wording, there is enough gray area that one could assume that they ignore Push when in rage. I'll definitely update the wording to say "ignore all damage".
There has also an idea floating around where push is changed from 15 feet and fall down to 15 feet and staggered or 15 feet and that is it. If it is meant to be a quick blast of energy and also only cost one mana, forcing the target to fall down is a bit powerful. So there is that to consider as well.
I am not in favor of limiting spells to X times per day/encounter/whatever because that is really hard to manage. I am ok with it for magical weapons and special uses, like the Gaia's Star pendant allowing the wearer to cast Protection on themselves once per day. For actual spells though, I would rather manipulate the mana cost or effect.
We play tested Flare/Flash/Stun/whatever last night. I was able to use it on a player and I think one other player used it too. Funny enough, I used mine in an offensive manner and stunned an opponent as my team was moving in. The player was killed because he thought you had to stagger and he was already wounded/damaged, but I explained it to him afterwards. I did close off a back alley way by waiting to channel mana to a flare which was a deterrent to one player, so it has its uses.
Another possible idea is to have some sort of knockback spell for clerics. For instance, if you cast 1 mana and hold out a silver bead, you have 3 charges of a knockback in your hand. If someone gets close you can hit them with it, using up a charge, but all it does is knock them back 5 feet like when you parry a cleave. That is a small, non lethal, defensive affect that I think could be useful. We have knockback in the rules but not a single spell actually uses it.
There has also an idea floating around where push is changed from 15 feet and fall down to 15 feet and staggered or 15 feet and that is it. If it is meant to be a quick blast of energy and also only cost one mana, forcing the target to fall down is a bit powerful. So there is that to consider as well.
I am not in favor of limiting spells to X times per day/encounter/whatever because that is really hard to manage. I am ok with it for magical weapons and special uses, like the Gaia's Star pendant allowing the wearer to cast Protection on themselves once per day. For actual spells though, I would rather manipulate the mana cost or effect.
We play tested Flare/Flash/Stun/whatever last night. I was able to use it on a player and I think one other player used it too. Funny enough, I used mine in an offensive manner and stunned an opponent as my team was moving in. The player was killed because he thought you had to stagger and he was already wounded/damaged, but I explained it to him afterwards. I did close off a back alley way by waiting to channel mana to a flare which was a deterrent to one player, so it has its uses.
Another possible idea is to have some sort of knockback spell for clerics. For instance, if you cast 1 mana and hold out a silver bead, you have 3 charges of a knockback in your hand. If someone gets close you can hit them with it, using up a charge, but all it does is knock them back 5 feet like when you parry a cleave. That is a small, non lethal, defensive affect that I think could be useful. We have knockback in the rules but not a single spell actually uses it.