CatharzGodfoot wrote:Not what I meant. Just as a wizard has unlimited spells known in theory but limited spells actually in her spell book, so too would knowledge of rituals be limited.
My original thought was that a magic scroll would contain not only the procedure, but also the magic of the full ritual. This would allow anybody to use it, but only once.
And yeah, anyone with access to ritual magic would probably have something akin to a ritual book (a cleric's prayer book or a wizard's spell book).
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Potions: A potion is a liquid of some sort that has an immediate effect when drunk by a creature. The effect is magical in nature, and the creature need not have a proper digestive system for the potion to work. Some potions are intended to be applied to the outside of an object, and if drunk they have no effect. These are sometimes referred to as a "phial" or "phials" when they need to be kept distinct from regular potions.
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Scrolls: A piece of parchment, vellum, or the like, that is covered in writing. Scrolls contain either the magical energy required to cast a single spell or a single ritual. Using a scroll blanks the scroll, but leaves the scroll itself intact and available for use again. Spell Scrolls work like the normal spell, and at the minimum level to cast the spell contained. Ritual Scrolls allow a ritual to be performed a single time, and any materials normally involved in the ritual were provided when the scroll was created, and so you don't need to provide them yourself (any other requirements still apply).
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Wands/Staves/Rods: A stick of various sizes, generally made of wood or metal, when used by a skilled spellcaster these devices allow the casting of one or more spells several times (based on their number of charges). Once empty they become non-magical but are otherwise unaffected.
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Tomes: These hefty books come in various sizes and generally weigh about a pound each (sometimes even regardless of their size). Each tome contains the complete instructions to perform a single type of ritual as many times as desired. Rituals are so complex that the user must have their tome with them each time they perform the ritual for refrence during the ritual itself, and loss of the tome prevents the user from performing that ritual again until they recover the lost tome or get a new one.
CatharzGodfoot wrote:You're right about the distinction between damage types not being hugely important, but at the same time they're the only things keeping axes, swords, and hammers from being absolutely identical.
You could make it so that the distinction is almost completely aesthetic. The only useful distinction between an ax and a sword might be that you can effectively chop down trees and similar things with the ax. In a dungeon crashing game, knowing that a maul is good for crushing stone and an ax is good for taking out chests (and a sword cuts rope pretty well) is useful.
The distinction is largely asthetic. However, the random treasure charts traditionally give out better swords than anything else, because clerics can't use swords. As you say, an axe is needed to bring down a tree or break chests/doors, and a hammer or pick is needed to take down a stone wall. These are things that adventurers need to do quite often. Swords are cool and all, but they really not designed to be used against anything but enemies.
CatharzGodfoot wrote:I don't really see the point of acid or radiant damage types (which could both be fire) in a simplified system, though. Especially if you don't even distinguish between smashing something and poking it. "Necrotic" seems like a category for things like disease an poison; "venom" (or "poison") might be more generally useful.
So, as an example, could could just have:
[*]Fire damage, which includes any kind of actual burniniation (even lasers).
[*]Lightning damage, which includes Sith lightning.
[*]Cold damage, which includes a ghost's chill touch.
[*]Poison damage, which includes most poison gases, disease, withering effects that aren't due to cold, and maybe even suffocation.
[*]Wound damage, which includes stabbing, crushing, falling, suffocating, slicing, and all other kinds of nasty mechanical tortures of the flesh.
A red dragon is immune to fire. A red dragon is not immune to weaponized positive energy and negative energy. Nor is the red dragon immune to a pool of acid. Additionally, things that deal fire damage can generally set things on fire. Things that deal acid/radiant/necrotic damage generally can't set things on fire. There are enough clear differences, I think. Particularly since there are 6 inner elemental planes (fire, air, earth, water, positive, negative), if they each have a damage type associated with them (fire, lightning, acid, cold, radiant, necrotic), I think that that's thematically better and easier for the players to "get". Which isn't to say that the Diablo damage system is impossible to play a game with (because obviously diablo uses it), it's just not really for this game.
Avoraciopoctules wrote:If we are going to have a damage type array, I think it should be meaningful which type you choose in a fight. I like the idea of fighters carrying several types of weapon to deal with different enemies. And I think that it should be reasonably viable for physical combatants to get access to elemental damage if they make an effort by getting special combat talents, flasks of alchemicals, etc., or luck out and find a magic weapon of some kind.
Well, flasks of Oil and Acid are easily obtained in most places for a relatively small price. Something like 1gp a flask, more than an arrow but not particularly expensive. Acid is a little rarer, but Oil is available practically everywhere. Additionally, a torch or other blunt weapon can be wrapped in oil soaked cloth and set alight for a short time (swords and axes warp). The other damage types are harder to get ahold of in a steady way.
Avoraciopoctules wrote:Resistance and vulnerability handled as straight numbers added or subtracted from damage might be a bit more manageable. Perhaps in some cases a minimum level of damage before resistance or vulnerability is applied. Armor conveying specific resistances and vulnerabilities is something I'd like to see. At the very least, lightning blasts should be more effective against most types of metal armor.
I was thinking "Subtract X from the damage taken each time you take damage from that energy type" and "Add X to the damage each time you take damage from that damage type, but not more than doubling the damage".
Avoraciopoctules wrote:Shields feel a bit weak to me, but that's just a gut reaction. I haven't done any serious mechanical analysis.
Yeah, they kinda are at the mundane level. Magical shields help make the decision to use a shield a bigger deal. Maybe shields should be a base of +2 AC? I was thinking about that, but wasn't sure if "Leather + Shield" should be equal to "Chain". I guess that would be the big reason to use shields. Fighters start out with Chain + Shield, and as they get access to plate they can switch to a two-handed weapon and not lose AC of they can just take the extra AC and be even more tough.