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Impulse
Resident
Karma: 12/1
494 Posts


Cool.

So far it looks like saturday/sunday seems good

Additionally, I've been getting some questions about psionics.

if you think it's a cool concept, I'm designing a feat that will give you access to psionic abilities without making you give up a level or two. Specially for fighters with a load of ASI's it might be good for you.

Refer to the doc for it, i'll have it highlighted

link for it again

Edit: Additionally, does anyone have any advice on defiling and preserving mechanics?



Posted on 2016-06-05 at 19:18:06.
Edited on 2016-06-05 at 19:18:46 by Impulse

Nimu
RDI Fixture
Karma: 64/11
1427 Posts


Sunday Sunday

Sunday seems to be a good day around here, but really whatever works for you. We can work around that, as long as it's consistent.

At the beginning you brought up mages being able to defile as a way of continuing to cast low level spells when even when they have run out of spell slots. Seems similar to Alacrity's mana burn system where spell casting draws on life. Did I send you the system?


Posted on 2016-06-05 at 19:37:19.

Impulse
Resident
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494 Posts


You

Have not sent it to me though I'd like to see it. Send it when you can please


Posted on 2016-06-05 at 20:09:11.

Nimu
RDI Fixture
Karma: 64/11
1427 Posts


Mana System for Second Edition - by Alacrity

Here is the arcane magic system that Alacrity developed for the 2nd edition. Might be a good idea builder for defiling mechanics.

Mana

Mana Points: an Alternate Magic System for D&D Wizards

What is mana? Mana is the energy that the mage can channel through his body from the positive or negative material plane. Every mage can handle only so much mana but as they get older and better at their trade, they can channel more and more. Unlike the game, mana cannot be bottled, decanted or turned into a liquid form. Think of mana as an energy that makes the laws of physics sit, lie down and play dead. You are not gonna find a Diet Mana Max to restore your powers fast.
Mana is recovered naturally by sleep. Mages do not lose all their spells due to loss of consciousness as they do under the standard spell memorization system (however if the DM wants they can use the optional mana seepage rule shown later). However, spells that fizzle (due to being interrupted from an attack while casting, for example) still use up mana. To put in simply, once you put the mana into the caster's hands to do the spellcraft, the mana is released.
Instead of the wizard being assigned a fixed number of various spells per spell level per day, the wizard instead receives a number of mana points equal to the sum of those spell levels (or you can use my alternate mana chart, shown later). So, our sixth level wizard, who normally gets four first level spells, two second level spells, and two third level spells would instead get fourteen mana points (4x1 + 2x2 + 2x3). In addition, the mage receives one bonus mana point for each point of intelligence above fifteen. This is a one-time bonus, not a bonus per level.

Spells cost one mana point per spell level. So a first level spell costs one point, a second level spell costs two points, etc. The mage may cast any spell that is their spell book as often as they like as long as they have sufficient mana. Using our example above, Bob could cast four fireballs and two magic missiles, ten magic missiles and two webs, or five webs, one fireball, and one magic missile, etc. If a mage runs out of mana and needs to cast a spell, they can still do so but at the cost of their life force (Hit points). Hit points lost this way cannot be restored by any magical or other healing means whatsoever - the only way to regain them is to rest one full day per hit point lost.. If a mage is unwise enough to use more lifeforce as mana than he has, he risks literally killing himself with spellcasting (or risk wizard's twilight, see later in article)
Optional Rule: Wizard's Twilight
Fantasy literature also contains quite a few references to wizards who, in times of dire need, wield their magic beyond the physical limitations of their bodies, risking their lives in an effort to save the day. In typical D&D, the reality is that once your mage is out of spells, they have to rely upon beating monsters with a stick, or hiding behind the fighters if they wish to survive.

If you are using the optional mana rule in your game, you may also use the wizard's twilight rule. What this means is that a wizard may continue to cast spells even after they have expended all of their mana. However, this is very risky.

To continue casting spells one mana is exhausted, a wizard must use his own life force to provide power for the magic. In game terms, this equates to one hit point per mana point needed by the spells to be cast. Hit points lost this way cannot be restored by any magical or other healing means whatsoever - the only way to regain them is to rest one full day per hit point lost.

If a mage is reduced to zero or less hit points due to this, they risk wizard's twilight - a state of being where the mind is essentially burned out, and the caster can do nothing but obey the simplest of commands. Free will and personality are gone; the mage tends to slip in and out of consciousness. Wizard's twilight often results in the death of the caster.

Optional Rule: Blowing Chunks
Once a wizard reaches a certain level, they can manipulate the spells by adding more mana to the mix (referred colloquially as Blowing Chunks). Usually, only duration, area of effect or range can be affected but whether a spell can be manipulated is up to the DM to decide. By doubling the mana output (so 1st level spell costs 2, 2nd cost 4, a 3rd level spell costs 6 mp), the mage can double the range or the duration or the area of effect. Only one factor can be affected at a time. Damage done, or whether a spell as a save cannot be changed.

Level 3 - first level spells
Level 5 - second level spells
Level 7 - third level spells
Level 9 - fourth level spells
Level 12 - fifth level spells
Level 14 - sixth level spells
Level 16 - seventh level spells
Level 18 - eighth level spells
Level 20 - ninth level spells


Optional Rule: Mana Seepage
If a Dm really liked the loss of spells when unconscious rule for mages, they can implement a similar rule here that does not hurt the mage as bad as a sudden total loss. When a mage goes unconscious, the mana they have storied slowly seeps from their body at a rate of 1 point per round. For every point of hp they go below 0 hp, the factor is multiplied. So a mage at level 2 loses 2 hp per round, at level 5 they lose 5 points per round, etc. Of course if a mage dies, the mana dies with them.


Posted on 2016-06-05 at 20:49:09.
Edited on 2016-06-05 at 20:50:38 by Nimu

Shield Wolf
Alpha Beard
Karma: 49/2
1066 Posts


also

I intend to sprinkle bits of other languages that Crowe speaks into conversation, Elven terms, Celestial, etc. I will be using this Translator for Elvish, so if anyone needs to, or wants to, translate what I am saying in Elvish they can plug the words in.


Posted on 2016-06-05 at 21:02:45.

Keeper of Dragons
Devil's Advocate
Karma: 59/18
2581 Posts


Sunday

I have found that late Sunday or early Monday works well for GM posts for the week. Players should post by noon on Sunday.


Posted on 2016-06-05 at 22:58:00.

Impulse
Resident
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494 Posts


Update

Seems like I will just update late Sunday-Early monday morning. Hope you guys are okay with that Again if you're late, feel free to back post.

Furthermore, about the spell system, I had a post in here that said something about it but it got deleted

There's something called sorcery points in 5E which is an optional more flexible way of spellcasting. We can try using those. If anyone wishes to cast a spell but does not have the spell slot, then just post in the Q/A forums and I will tell you how much hp it will cost you to replace your "mana".

Additionally. This is a rule I should have added before. All spells and rituals that are in the PHB that allow for the creation of water and food is unknown to the world at large. Essentially in the fall of the old empire and the rise of the sorcerer King. Those magics were lost to the mages and clerics now. Apologies if you had that as one of your prepared spells.


Posted on 2016-06-06 at 18:13:32.

Kaelyn
Dragon Fodder
Karma: 80/19
2264 Posts


question

since my God is actually an 'old god' are those spells still restricted? I would think create water would be a fundamental part of the spells of the old god of healing and life lol.

It may add for some interesting Rp as well since it's considered 'lost knowledge' as well.

If however it proves problematic from a DM perspective IE. Dehydration threats become moot because of it then for flavour purposes that's fine. maybe I can 'earn the spell' from dedicated service or something down the line lol.


Posted on 2016-06-07 at 15:49:35.

Impulse
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494 Posts


Sorry:(

I'm ruling it that the God's power is being blocked by the power of the sorcerer King. The idea is that their power is so diminished that they only have the ability to have a chosen person or chosen artifact to be used as a focus for their power.

I like to think of Gods being powerful due to people's faith in them. I like to think that all of the gods have gone "senile" and lost their power until their temples have been restored and they gain followers.

It's mainly due to mechanical reasons. Being lost and stranded without water would be very difficult for me to build encounters


Posted on 2016-06-07 at 21:51:49.

Kaelyn
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2264 Posts


thought it might be something mechanical.

all good! I'll change the spells before we start.


Posted on 2016-06-07 at 23:09:50.

Kaelyn
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2264 Posts


spell changes

Seeing as we have wizard who can detect magic.

please change Create/destroy water to Bless, and Change detect poison/ disease to Purify food/drink.


Posted on 2016-06-08 at 17:31:14.

Kaelyn
Dragon Fodder
Karma: 80/19
2264 Posts


So the opening post

is.... Friday? did I read something about the 10th? if so... GREAT! I'm off till friday otherwise.. anytime is a great time lol..

getting antsy to RP some more


Posted on 2016-06-08 at 17:34:08.

Nimu
RDI Fixture
Karma: 64/11
1427 Posts


Mana

Okay, sounds like you're going with something similar to Alacraty's system. Spell Points as normal but we can use HP when we run out, right? How does Defiling work into this? If a caster Defiles does it not cost HP (since it is the land)? Would we need to choose to Defile and pass some kind of Arcana test?

Looking forward to getting things started. Will you be creating a Q/A thread for the game?


Posted on 2016-06-09 at 18:46:54.

Impulse
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494 Posts


Push back to sunday.

Have an assignment due on friday. But pushing the map back but i will get it done if i have to stay up all night

I'm still unclear about defiling. I think defiling will allow you to cast a spell as if it is one level higher for every five feet square centered on the caster defiled.

It makes sense that you could use it to cast spells when you're drained as well.

The thing is preservers don't really get anything

If anyone has anything to offer please suggest something!


Posted on 2016-06-09 at 18:50:34.

Keeper of Dragons
Devil's Advocate
Karma: 59/18
2581 Posts


.

You could allow consecration of the defiled ground to give the same boost. But maybe it can be stored for later use as it soul not be instantaneous like the defilers.


Posted on 2016-06-09 at 19:31:40.

   


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