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TOPIC: Final MEC, Mage Medallion and Arch-Mage Medallion

Final MEC, Mage Medallion and Arch-Mage Medallion 3 years 8 months ago #97

I really like this a lot. I don't have enough of an insight into high level play to really speak to the damage amounts taken, but the basic mechanic of sacrificing HP to overcharge your spell for more damage or unique effects is really great. The only thing I'd maybe add is the ability to burn spell slots to fuel the powers as an alternative to HP. That would let us use it without becoming too much of a burden on group resources, and would provide an alternative for players that are upset/triggered by self harm. You're still burning yourself out to overcharge, just burning out your magical potential instead of your health.
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Final MEC, Mage Medallion and Arch-Mage Medallion 3 years 8 months ago #98

I'd like to see the xHP per spell level set to 5 or 10 HP.

I think multiples of 5 feels clean for effects.

I hope a few of the effects like the Spell Resistance one can be added to a spellcast instead of consuming a free action completely and not allowing the resulting single 50% SR spell be unboostable.

I'd also like the ability to pay 30HP to negate Spell Resistance for my next round of combat 100% I'd be OK with that being a free action if it fueled my next combat round and would then allow me to MEC one spell as a free action and standard action a second spell, both at 100% SR so that I can make that alpha strike to hit the spell resisting Dragon with all of my spell reserves at once for the critical damage. Feels more self-sacrificing Wizardy if I can do it that way. Blaze of Glory man! Blaze of Glory!
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Final MEC, Mage Medallion and Arch-Mage Medallion 3 years 8 months ago #99

Josh M. wrote: I really like this a lot. I don't have enough of an insight into high level play to really speak to the damage amounts taken, but the basic mechanic of sacrificing HP to overcharge your spell for more damage or unique effects is really great. The only thing I'd maybe add is the ability to burn spell slots to fuel the powers as an alternative to HP. That would let us use it without becoming too much of a burden on group resources, and would provide an alternative for players that are upset/triggered by self harm. You're still burning yourself out to overcharge, just burning out your magical potential instead of your health.


Maybe having the legendary allow you to substitute spells at 5HP per spell level would be a good option. I'd be down for that being the Legendary perk
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Final MEC, Mage Medallion and Arch-Mage Medallion 3 years 8 months ago #100

Does the MM change the damage per HP lost to two or three? Having the plus on there confused me on my original read through so wanted to confirm. Sorry...it is 2 damage for every 1 hp "channeled"
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Final MEC, Mage Medallion and Arch-Mage Medallion 3 years 8 months ago #101

Jeff Martin wrote: Does the MM change the damage per HP lost to two or three? Having the plus on there confused me on my original read through so wanted to confirm. Sorry...it is 2 damage for every 1 hp "channeled"


Bummer. Was my Read as well.

Any chance of the Legendary bumping that to 3 damage for every 1 HP channeled?


Also if I am triggering a non MEC mage power does the spell gain any bonus damage for the channeled HP?
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Final MEC, Mage Medallion and Arch-Mage Medallion 3 years 8 months ago #102

Fiddy wrote:

Arcanist Kolixela wrote:

Fiddy wrote: I assume on some run I'm on, I'll be resurrecting Dave on round 1 of combat 1 as he goes straight from 100HP to 0.


Would you be my new pocket healer?

I promise to only reduce myself to 1HP when I MEC if you keep me up ^_^


Current crazy plan (with a Paladin willing to be used)...

Combat 1 - do boring regular stuff

Combat 2 - Round 1 - Wiz spends all HP to MEC, Paladin sacrifice. Round 2 - cleric restore power on sacrifice and heal Wiz for 10, Wiz spend 15 to activate other ability, paladin sacrifice. Round 3 - cleanup if needed.

Combat 3 round 1 - (assume Wiz gets back to 15 HP) Wiz spend 15 on other effect, cleric ressurect Wiz to full, Round 2 - Cleric RP on Paladin Sacrifice, Wiz MEC all HP, Paladin Sacrifice. Round 3 - cleanup if needed.

Depending on interpretation of timing of RP, I may technically need to shift some actions around, but I think the basic plan could work.


Teamwork!

I think somehwere in there the Mage Boosts Ally the Furious Barbarian ;)
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Final MEC, Mage Medallion and Arch-Mage Medallion 3 years 8 months ago #103

Arcanist Kolixela wrote:
Also if I am triggering a non MEC mage power does the spell gain any bonus damage for the channeled HP?


This has been answered, it's no:

Jeff Martin wrote:

Matthew Hayward wrote: Question:

When using other Mage Powers, e.g. Intensify, Arcane Slide - do I get any damage bonus from the 15 HP? Or does the 15 HP just unlock that effect without modifying the spell?


The 15 HP just unlocks the Mage or Arch-Mage power. One of those Powers is the Mad Evoker effect. Keep in mind it also takes a Free Action, too.

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Final MEC, Mage Medallion and Arch-Mage Medallion 3 years 8 months ago #104

Thanks for all the great questions and feedback. I can see I need to sit down and write this thing up properly. I will do that tomorrow afternoon. I am going on very little sleep over this week, and I think I need a good night's sleep to do my best work. So...thanks for your patience!

BTW, here are the latest versions of the 3 tokens. More and better things tomorrow!

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Author of the never-to-be-released "The Secret of Trees"

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Final MEC, Mage Medallion and Arch-Mage Medallion 3 years 8 months ago #105

Cassie wrote:

Arcanist Kolixela wrote:

Matthew Hayward wrote: Question:

When using other Mage Powers, e.g. Intensify, Arcane Slide - do I get any damage bonus from the 15 HP? Or does the 15 HP just unlock that effect without modifying the spell?


My reading says no damage boost and if that's correct I hope these powers can be tweaked to run in levels of 5HP 10HP etc instead of always 15


This. For the mad evocer ability, can we sack any amount of HP or only increments of 15?


Great question - I wondered this too.

I believe any amount may be used, from the 1st post on the token and description of Mad Evoker's Charm:

"For every 1 hp you sacrifice you add 1 point of damage to a damage spell being cast."

And in the example provided:

"MEC - This Charm allows the Wizard to sacrifice point for point to give her spells more damage. So she can take 7 points of damage and add 7 points of damage to her spell. If she really wants to add in more damage to her round she can spend 15+ hp to not only add 15+ hp damage to the spell, but the spell will also be cast as a Free Action"

So I think you can spend 1, 3, 11, 53 etc. And if you spend 15 or more the spell may be cast as a free action.

The damage per HP sacrificed increases to 2 for the Relic and Legendary.
Last edit: by Matthew Hayward.
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Final MEC, Mage Medallion and Arch-Mage Medallion 3 years 8 months ago #106

Mage Medallion's wording is awkward. Let's try this.


As MEC, but each 1hp sacrificed adds 2pts of dmg. Different Mage Power each rd.


AA-MM, then becomes:


As MM, but different Mage Pwr or Arch-Mage Pwr each rd.
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Final MEC, Mage Medallion and Arch-Mage Medallion 3 years 8 months ago #107

Jeff Martin wrote: Thanks for all the great questions and feedback. I can see I need to sit down and write this thing up properly. I will do that tomorrow afternoon. I am going on very little sleep over this week, and I think I need a good night's sleep to do my best work. So...thanks for your patience!

BTW, here are the latest versions of the 3 tokens. More and better things tomorrow!


Now this definitely sounds like you can pay life to boost spell damage for every spell, and 1/round if you paid at least 15 you can use a Mage Power (based on availability due to items equipped).
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Final MEC, Mage Medallion and Arch-Mage Medallion 3 years 8 months ago #108

I wanted to speak about the concerns some good folks here expressed about the hp for damage mechanic. I can understand where they are coming from, but I wanted to tell you where I am coming from with this.

In D&D hit points represent only a tiny fraction of the brute force your body can withstand. It mostly represents luck, grit and skill to avoid bodily damage. A 12th level fighter can take on a dragon because of luck, grit and skill -- not because their body has become diamond hard. Hit points are used to drive this mechanic, and it will work well for our Wizard channeling idea, too.

I can think of many Jedi power scenes that left the heroes weak, shaken and unable to perform additional Jedi powers. This is best tracked in D&D with hit points. Almost every fantasy series that comes to mind has some scene where the hero has to exerted supreme effort to cause a special magical effect to happen -- and is left weak, weary and unable to defend themselves.

Thanks for listening.
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Author of the never-to-be-released "The Secret of Trees"
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