Defiling
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Defiling |
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Pulling energy for a spell (did you mean that litterarly, or just defiling? the latter would be a lot better) cannot be made to become a standard action. It would emply you can’t cast on your turn and would need to wait on your next. In that time any other class would act twice. |
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I think the system you propose is good, although many of the features you describe are feats, not inherent to the defiling act. |
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See, the problem for me is this. Defilling is supposed to be a choice. There is supposed to be a certain innate things that defiling can do on it’s own. Maybe I did go too far but it should always be there as a choice. Further, being attacked by a defiler should scare the characters about what she can do. |
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I have been considering various versions of defiling functionality vs 4E idology, and I think I have come to one that I am happy with. The key feature is that it does not break the power balance ideology of 4E, but it does offer interesting options to a Defiler. This section takes the form of feats, a chart, and a magic item. I am considering a paragon path but that is somewhat more complex so it will be after some discussion or later by any rate. |
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hendell: I like what you have but for me I would make an important change. Those are all choices at any time not feats that have to be taken. Although I am not sure I completely understand the chart. Can you elaborate on it? |
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So the current DS4 system set up for defiling involves a simple re-roll for daily spells at the expense of surges of nearby PCs. Honestly, this feels more like preserving than defling to me… I suspect DS4 will continue to keep it simple. There is some good inputs to the thread below. Lots of proposed game mechanic benefits for defiling – there should be. I personally feel that arcane casters should be powerful like jedi but also hated. But here is my main question to the group: What is the cost of defiling or the use of arcane magic in your game? Are you hated by the general population because you cast arcane magic without drawing upon the power of the evil sorcerer king? Are you hunted down by the Veiled Alliance because you are a defiler? I’m mostly curious how DMs plan to handle defiling/preserving magic from an RP perspective in their games. Clearly arcane magic cannot be a common thing – it’s anything but common in the books. |
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My defiling system will look like this, I think: Defiling is supposed to be a power boost. It is the sexy side of the Force, to use the Star Wars analogy, and it needs to be sexy. As it is right now, meh. Not so sexy. Giving me a tiny chance to do a bit more damage or to hit? That’s hardly enough temptation. However, I’d lay one more level on to that: since it’s only used with Daily Powers and most Daily Powers have three power iterations (i.e., 1st level, 11th level and 21st level), defiling allows you to use one level higher of the power iteration and increases your area of affect (depending on the power). In this sense, there is still a sense of lure—and also that lure will work in situations of desperation. On top of the re-roll chance, you know that you get to roll extra damage against this powerful enemy that fills you with a sense of dread. Your party is dying and you are the only thing that stands between your own extinction and continued existence. Do you defile and hurt your own party for a chance re-roll? Uh, haha. No. But would you defile if it meant that you’d cast a much more powerful spell that could completely turn the tide of the battle? Hell yes. So yeah, that’s my thing. A minor tweak that will make defiling slightly unbalancing and very appealing. Then, however, I will also institute an addiction and penalty process. It becomes more difficult to preserve after a while, you start to get a “stench” of evil, you take charisma penalties and so forth. Good fun. :) |
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Yeah, the 4E system seems almost too simple. During an encounter, that wasn’t in a city, there is not a reason NOT to defile… For RP, there could possibly be many consequences. |
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So the current DS4 system set up for defiling involves a simple re-roll for daily spells at the expense of surges of nearby PCs. Honestly, this feels more like preserving than defling to me… I suspect DS4 will continue to keep it simple. (posted by Uthgardt)
In reading the rules in the Dark Sun Campaign Guide, it is not that at all. I’m no expert at 4e – I have only read the D&D 4th Edition for Dummies book, but I do have the Campaign guide. 1. Using any Arcane power you can “Choose” to defile and destroy plant life within 1 square of you. 2. Any Arcane Attack Power, again you can “Choose” to damage plant life which extends out to 1/2 the level of power your using. 3. Arcane Defiling Power. This is a choice which occurs as a trigger to any Attack or Damage role that is part of Arcane Daily Attack Power. You get to re-roll th attack or damage but have to use the 2nd result. The result is Each Ally (willing or unwilling) within 20 squares takes damage equal to 1/2 their healing surge. I initially thought that this had to be a typo or errata or something. Why is that each Ally gets damage. I would figure each person/creature, etc. takes damage within 20 squares and all plant life dies. They describe it later on the same page by saying, “Creatures with whom a defiler shares a mental or an emotional connection, such as allies or slaves, are wracked with pain as a defiler draws power.” (page 80) I get the idea of “Hey wait a second I only did 2 damage on my roll agains the giant here. I’ll just defile and roll again – causing pain and damage all my allies! Hoody Hoo.” Well I suppose fluff-wise a Templar hanging out with a bunch of slaves around him to do that might work. So yeah, I guess it boils down to using the “Arcane Defiling” power so you can get a re-roll. You ‘defile’ your allies so you can get a re-roll for ‘to hit’ or damage causing them direct damage at 1/2 their surge. The plant life destruction is built in there for any Arcane power at one space and but the real eco-destroyers are the Daily Arcane Attack Powers, which destory out to a number of spaces 1/2 the level of the power. But the fact remains is that it is still a choice to kill the plant life, it is not automatic – at least that is how I read it. How would I house rule it? Well, the fundmental problem here is the choice in preserving and defiling. You simply have a choice to defile or not. Well, heck as a PC I have no incentive to defile really. A simple Re-roll or to choose to kill plant life in a certain radius? Not enough. Here is my take 1. I’d rule that if your using any Arcane power, you have two options – kill plant life and damage friend & foe for 1/2 their healing surge (round up) in damage in a 1 square radius around(Defile). If you Preserve, well as a benefit, the plant life after your done casting looks better and one of your healing surge can be given to someone within a 1 square radius of you. 2. Daily Arcane Attack Powers. For the most part Keep it as is – plant life dies in a radius of 1/2 the level (round up) of the Arcane Power. But add in that you damage everyone within that same radius 1/2 their healing surge value (Defile). If you choose to preserve, then you loose a Healing Surge. I think this is a pretty good balance a Healing Surge for a Daily Attack Power use. 3. Arcane Defiling Power. I would just add that Everyone in a 20 Square radius takes damage of 1/2 (round up) their healing surge value (ally and enemy), all plant life within that radius dies. Here would be an example, say our 1st level Templar (Wizard – 22 HP) with his compainon 1st Level Gladiator (Arena Fighter – 29 HP), 1st Level Elemental Priest (Cleric – 26 HP) and a 1st Level Athasian Ministrel (Rogue – 24 HP) are wandering around the city Gulg. The Templar is from another city-state (Urik) and working undercover so to speak. Well, while traveling near a grove of trees at night in a market area a group of drunk half-giants (3 of them) decide that they don’t like the song the Athansian Ministrel is playing so they attack. Creatures around the area back off as the fight ensues. After a round or so The Templar decides he needs to use his daily Arcane Power “Sleep” in order to resolve this and get out of the area quickly. In the “Official” D&D 4e rules, The Templar would decide whether or not to defile. If choose not to. No one would know, there is just no effect – either good or bad. He simply casts sleep and says he’s presevering. So Roll the d20 +3 versus Will. In my “house” rules. The Templar would have to decide if its worth loosing a healing surge to cast sleep. As the Templar values his own hide over, he decides to defile instead of preserve. Since Sleep is a Wizard Attack 1, he damages an area around him for 1/2 the level ( I would round up). Unfortuately his buddy the Elemental priest was next to him, so the Priest gets hit for 3 points of damage (1/2 his healing surge value). As the Templar is near the grove, a tree he is under just withers and dies, with rotten fruit falling to the ground. Ok, but let’s keep going. Lets say the Half-giants, all make their saves. They are slowed, but clearly will be in reach of the Templar himself in the next turn. (The Gladiator isn’t doing to well with a series of critical faliures and the Ministral is only holding his own). So the Templar decides he needs that crazy re-rolll and declares he is now “Arcane Defiling” He gets the Re-roll and the half-giants all fall asleep – Hooray! But there is more. In a 20 square radius every plant dies – so the whole grove of trees withers and dies. The market carts of fresh produce rot, people that had been watching the fight all take damage. The giants slump to the ground and then moan as wounds appear on them. The Templar’s buddies get hurt too – the Minstrial for 3 Damage, the Gladiator for 4 damage and the Priest for 3. People are screaming in pain, perhaps a child is near death now from the defiling, and mini-riot is about to ensue. Time for a tactical retrograde. In the “Official” 4e rules the result would be the Templar still decides whether or not to kill plant life and in this case with “Sleep” he would only have a radius of 1 square out from him. Since he decided not to, nothing happens to the plant life. But since he needs the re-roll, he uses the Arcane Defiling Power. The giants fall fast asleep on the re-roll. Only his allies get damage so the Ministral gets 3 damage, the Gladiator 4 damage and the Priest 3 damage. Yet the Templar still does not have to kill plant life. In this case, his buddies say “ouch” and the Half-giants slump to the ground. The people in the market area, observe but aren’t that impressed and carry on. The party runs into the grove of trees and out the backside into the night. Again, I haven’t played 4e, just read some of the stuff, but I think flavor wise there needs to be a bit more cost involved in defiling than the “Official” rules present. |