On Jun 20, 9:24Â am, Journeyman <
jmen...@shaw.ca> wrote:
> Â Just to clarify, however, none of the changes I've talked about
> on the design list have been intended to make mages _this_
> buff-light, _especially_ at low levels, where in the proposed new
> system they'll have _more_ mana. I think of a "low buff" mage
> as having 1/3rd mana held, and a "high buff" mage as having
> 2/3rds held.
Ah, I know, I know, I'm just doing it to see if I can, heh -- I'd
normally have at least ProtEvil and Shield by this point, with maybe
Visage of Death. I am, however, fairly convinced that one could manage
without buffs at all with the right build, but I don't want to take it
_that_ far, heh. Though 1/3rd mana is still more than I normally use
for buffing mages -- I usually stop before or at two 'stars' of held
mana, which can be anywhere from a tenth to a seventh of my max mana,
I think... mostly because it's usually around there that mana bleed
kicks in. And I still have issues with hitting the mana regen line, go
figure.
> Â Isn't Levitate a buff?
It may have been at some point, but right now it's neither persistant
nor using held mana (and please, _please_ don't make it start), so I'm
not counting it as such any more than I do /phase door/, which can be
used in a highly similar, if more erratic, manner... anyway, if
anything it's more a very specifically useful _de_-buff than anything
else. The penalties, especially for casters, are pretty major, yanno'?
I'd be slapping other people with it if the spell could target other
critters.
> Â If I had to choose a school for this, I would have chosen
> either Evocation (to maximize use of metamagic with all
> that free mana) or Thaumaturgy (simply for the benefit of
> the d8 HP, since you lack any real defenses).
I'm very not-fond of metamagic -- it's not really a flaw in the
system, I'm just don't like them personally (I'm a mana-miser, heh...)
-- and Evocation has that massive divination penalty (and enchantment
and necromancy, both of which I hope to get some use out of). Thaum
has penalties in two of the schools this'll henge strongly on,
Divination and Evocation, so it's a no-go too... I don't want to
scroll-buff, and a penalty'd /detect monsters/ cost is _massive_.
The three things running in the back of my head for this whole thing
is the Sun Tzu quote, "Know thy enemy and thyself and you need not
fear the result of a thousand battles," (or something like that, in
this case meaning the /detect monsters/ spell for near-perfect
detection capabilites, along with careful summon-scouting.), the old
saying "The best defense is a good offense," (carefully applied
blasting and debuffing), and an amusing quote from somewhere or
another that goes, "The sooner you start thinking of your allies as
giant meaty protective devices instead of real human beings, the
sooner you'll be on your way to thinking like a true wizard." (The
summoning, kehehe.) Between the practical application of the three and
a healthy sense of paranoia, I'm pretty sure I'll make it
(eventually), heh.
> Â Apropos of nothing, I've often thought of given Evokers
> a better or different advantage -- perhaps rolling damage
> twice on blasts and taking the better roll, probably in
> addition to their existing fatigue perk. Evoker should not
It'd likely be nice -- evocation's probably my least attempted school,
and really, it's major specialist modifer is one of the least useful
-- most blast spells currently aren't even in the same ballpark, cost-
wise, as the various buffs other school-mods knock costs off of -- and
as mentioned, I'm not fond of metamagic... and if I wanted to use it,
I'd pick dwarf or multi with a few levels of Zurvash or Essiah priest
so that fatigue isn't (as) much of an issue. (Run on sentance for the
win!) The thaum and abj boosts are alright, but I can get by with a
definate minimum of spells from those two -- it's not uncommon for me
to not use thaum buffs, at least, at all.
> Â Sahuagin are vicious tribal fish-men with a close affinity
> to sharks, who enter a blood frenzy in combat when they
> injure their foes. The frenzy has the same effect as a
> barbarian's rage.
Yeah, those critters. They're kinda' neat and don't kill me nearly as
often as those other water-based 'h's with the crossbows (locaths? Ah,
no, locathahs. Summoned one on the way to the stairs down, heh...),
kehe.
On with the show!
Dungeon level 3, take I
Mm... fatigue's pretty low (1/5), so I'll probably have to rest
soonish. There's the first sanctuary around here somewhere though,
so... yeah. No worries. Well, the first stairs down puts me in a one-
off spot with no exit, which /phase door/ won't get me out of. Eh.
Next set puts me in the middle of a graveyard -- not disturbed,
fortunately, but I don't need to be summoning in the middle of it,
either. The third puts me somewhere platable, finally. The first room
I run into, just south of that graveyard, has an orcish group if
what's being tossed at my summons is any indication. A nice bonus,
though, is that my first summons is a giant tortise, off of which most
ranged attacks bounce. They bleed off most of their ammo while I
summon up more critters... or would have, if one of said critters
wasn't a water gensai I needed to dismiss. Eh. Next room has a chest
and a tiny fire elemental -- best of the loot is some boots of the
druid (which I leave off for now, I found some evasive footwork ones
in that library up above.) and a cloak of arachnia. There's also a
staff of the goblin queen, but that's not exactly useful to me, yeh.
Oh... and a headband of magical aptitude, which lets me resummon that
Djinn without quite as much worry.
Equipped with my new Big Stick, things proceed smoothly. An
infestation of white worm masses gets /sorcher/'d to death in short
order, netting a nice thousand or so XP, leaving me only 800 from
DetMon. Well, smoothly untill I notice that summoned foxbats and a
'c'at of some sort had managed to knock my fatigue down to -2 -- by
the time it registered, I had already ran up to a pair of skilled...
ixie whatevers (Okay, Ixitxachitls, to be precise. The Xs, heh.) and
been knocked down to half health again. Actually, I'm not clvl 5 yet,
am I? Up to the inn!
Ah, that's better. Back down I go. Mm... somewhere or another along
the way I pick up a pair of spiked bracers, which ID as of defense --
with them, I've now got a DC of 20 and a coverage of 11, not bad for a
fourth level mage. A few undead and an elemental later, and it's time
for DetMon!
For my bonus feat, I grab lore of storms -- I expect to be using
lightning bolt plenty in the future. For my other feat, I grab shield
expert like I had planned -- with it, my coverage value goes up to 16,
which is better than some heavy armor warriors! Nice stuff. Spell
wise, I grab /detect monsters/, of course, and /lightning bolt/ for my
new 3rd level spells. The open first level slot gets left be for now.
Skills keeps what was topped off before maxed and a point in Use Magic
and the planes, nature, and infernal knowledge skills.
With that, /detect monsters/ get set to autobuff and cast, bringing me
to 210/239 mana, and I continue on.
Well, that level gain happened right as I was entering a fiery prison
room. These things are fairly amusing to mages -- between summoning,
blasting, and /phase door/, it's like a turkey shoot where the
turkies' legs have been chopped off with a free prize at the end. It
takes all of one lightning bolt and a single M.Missile to completely
clear out the six or so elementals that were inside, heh. A quick
summon/transposition gets me in the middle (that's safer than looting
outside the flames, so no need for /apportation/, and it tends to be
quicker than PDing untill I land inside) gets me... not much. A wand,
one of the holy artifact swords (which I just toss back in the box
without IDing -- evil alignment makes it easy to notice those), a
viewing lens, and a cursed good fortune ring, of a plus equal to the
uncursed one I've been wearing, heh. Ah... well, the wand turns out to
be an ID wand (though with only 16 charges, bleh) and the lenses are
always useful, so it wasn't exactly a _loss_, by any stretch of the
imagination.
Anyway, the next room is a hedge maze with a few 'j's and not much
else besides a raging underground river cutting through about a third
of it, which is actually a fairly appealing visual effect. Anyway,
I've got to break for laundry and then it'll be time for dlvl 4.
Things are moving along fairly well, thus far.