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Posted: Wed Aug 13, 2008 1:35 pm
8/13/08 Affected Game: Sphere Change: Made Healing Word more powerful.
Healing Word Type: Direct Use: 2 Mana per White magic rank (burn) Target: Other/Self Range: 100 yards Chant: 0 Duration: One use Description: The healer speaks a magical word and white light surrounds the target as their wounds heal, returning to them their life and strength. Effect: Target recovers an amount of Life that varies by White Magic rank: Rank 1: Power x 1d4 Rank 2: Power x 1d6 Rank 3: Power x 1d8 Rank 4: Power x 1d10 Rank 5: Power x 1d12
Reason: Recovering 6 Life at most for rank 1 White Magic? Come on. That's pretty sucky when the average character stars with 30 Life and most enemies easily deal more than 6 damage a hit. A spell like Healing Word should at least be able to recover the damage done by one or two hits.
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Posted: Mon Aug 18, 2008 10:13 am
8/18/08 Affected Game: Sphere Change: Added a slight clarification regarding the use of Blade Turn
Blade Turn Cost: 2 for rank 1; may not be advanced past rank 1 Pre-Requisite: Defense > 3 Use: 2 Mana; burn Modifier: No roll is necessary Target: Self Range: Personal Duration: One defense Description: The character’s reflexes save him as he moves instinctually to block. His hands seem to move on their own accord to protect him. Effect: Automatically blocks an attack that targets the character. Only those attacks which could normally be blocked will be effectively guarded against. No roll is required to invoke this Stunt. The maximum number of times this Stunt can be used in one in-game day is equal to the character’s Agility score. This Stunt cannot be used after a Defense feat has already been rolled.
Reason: If you could use Blade Turn after you'd already attempted a Defense feat, the Stunt would be way overpowered. It would need to cost much more to use than it does because you'd only need it half the time. The way it's meant to operate is on a risk/reward basis. You really think you can block that attack? Go for it. You really need to evade and can't risk failing? Use Blade Turn.
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Posted: Wed Aug 20, 2008 1:42 pm
8/20/08 Affected Game: All Change: Multiple stats/skills are no longer added together to create a modifier. From this point on, mutiple stats/skills will be averaged together to create a modifier. To obtain the average, simply add the two scores together and cut the result in half (rounding down, as always). Example: An attack feat made by a character with 3 Agility and 4 in Combat-Melee would have a modifier of 3 because 4+3=7. Half of 7 is 3. Reason: In many situations, I've been amazed at how character's succeeded on rather crappy rolls. Not that I'm against this, but the threat of failure should be real to some degree. Right now, a starting character can have an Agility of 6, and a Defense of 5, giving them an 11 modifier to Defense feats...that means that only a roll of 3, 2, or 1 can fail them. That's only a 15% failure ratio. Ideally, the success/failure ratio needs to hover around 60/40 respectively. I think this change will help to make rolling a bit more thrilling rather than a pointless exercise of the rules.
8/20/08 Affected Game: All Change: The Experience Payday Thread/System is now open and operating. Each player will now receive Experience Points on a weekly basis just for playing. You will still be receiving Exp. through in-game events, but this also gives Exp. to players just for simple role-playing and participation in the games.
Players will be awarded Experience based on how often they post and the quality of their posts. The amount of Exp. given is primarily determined by how much a player contributes to the overall narrative in terms of both activity and quality. Players must post at least once a week to receive Exp. for that week.
The EXP Payday Thread will be updated every Friday with a roster listing how much Experience each player was awarded and their current total Experience (let Mercurius know before you spend any Exp on stats, skills, etc. so he can keep his records straight)
Reason: Fighting monsters and solving puzzles should give you Experience, yeah...but the main focus of these games is to help tell an interesting story. Players who contribute to that end should be rewarded for their efforts...and on a regular basis. This change gives players something to strive towards and rewards the good players with more points with which to improve their characters.
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Posted: Thu Aug 21, 2008 9:24 am
8/21/08 Affected Game: Sphere Change: A slight change to the Mana Missile spell. Mana Missile Type: Indirect Use: 1 Mana (burn) Target: Other Range: 100 yards Chant: 0 Duration: One attack Description: This attack Spell, while fairly weak, is reliable; it will always deal the same amount of damage regardless of the opponent’s defenses. It appears as a small bolt of energy, brightly glowing the same color as the mage’s aura. Effect: This magical bolt flies at high speed towards the target and homes in on their position. Though it only deals 1 point of unsoakable damage, it cannot be blocked or dodged by conventional means. If used in conjunction with a power that augments the spell in some way, Mana Missile is treated as a fast-moving projectile and deals Magic damage.
Reason: In light of a recent Arena battle, I felt the combination of Mana Missile and Dynamo Trance was far too deadly to be allowed. Though a clever combination, are you kidding me? 1 Mana (+5 committed) for an undodgeable, unblockable attack that does 5d4+1 damage regardless of armor? That's crazy, yo.
8/21/08 Affected Game: Sphere Change: A slight change to Dynamo Trance...a clarification, rather.
Trance; Dynamo Cost: 1 Pre-Requisite: Will > 3 Use: 1-10 Mana (commit) Modifier: None (no Feat is required to activate this Stunt) Target: Self Range: Personal Duration: Until character drops trance intentionally or by being damaged Description: The character is able to enter a quasi-meditative state where his body acts as a conduit for raw Mana, pumping vast amounts of power into his magical attacks. Effect: Increases the damage (the main type of damage the spell does, be it physical, elemental, biological, or magical) of all attack Spells by 1d4 per Mana point committed when invoking the Trance. The maximum number of Mana that can be committed to this Trance is equal to the character's Power score. Dynamo Trance only affects powers that are directly offensive and does not augment damage over time. A few notes about this Stunt: • The character may enter the Trance at any time as a free action whether it is his turn or not. • Only one Trance may be invoked at a time. • If damaged while holding a Trance, the character may make a Will+Knowledge feat. If he succeeds, the Trance remains in place. If he fails, he drops it and cannot resume that particular Trance for the remainder of the scene.
Reason: It needs to be said that Dynamo Trance offers a sort of "one-shot" bonus to offensive spells. Those which cause progressive damage (like Noxium) or aren't directly offensive (like Burning Aura)don't get this bonus.
8/21/08 Affected Game: All Change: Any reflexive action counts towards the character's defensive limit. Reason: Some reflexive actions could be used repeatedly to provide inscrutible defense. There needs to be a limit on how often reflexive actions can be used to keep up the game's balance.
8/21/08 Affected Game: Sphere Change: Added a very useful item. Sheathe Purchase: 50 silver Size: 0 Description: A sturdy scabbard, sheath, strap, or band to help carry around heavy weapons with little effort. Notes: Reduces a weapon's size by 3 (to a minimum of 0) for the purposes of carrying it around.
Reason: Oops! This was supposed to be in there originally. Guess I forgot about it. Sorry! Those of you who have already made your characters and are in game can buy one retroactively if this is something you'd find useful.
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Posted: Mon Mar 16, 2009 11:07 am
3/16/09
First update in a while! Affected Game: Sphere Change: Mana Control has been deleted. Reason: The Advantage allows you to use abilities for free without paying any Mana cost. This is pretty ridiculously unbalanced...I see no way to make it fair without overly complicated, so I'm deleting the power entirely. Those who already have the power may keep it, but no new characters can be created with the Mana Control Advantage.
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