Difference between revisions of "Talk:Favored Soul"

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Alt: <i>Deathless</i> : The sunrise/sunset (depending on alignment) after you are killed, you rise again as if by a <i>raise dead</i> spell, suffering all related losses. You still age normally, and will still die when your maximum age is reached.  
 
Alt: <i>Deathless</i> : The sunrise/sunset (depending on alignment) after you are killed, you rise again as if by a <i>raise dead</i> spell, suffering all related losses. You still age normally, and will still die when your maximum age is reached.  
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: I have an issue with this one, but its... well... difficult to classify I guess. Player death generally only happens when a) the player is generally ok with it (ie. won't quit) and b) it seems like it will drive the story in a good way. At least with my experience in our games, players don't generally die in the middle of insignificant fights--they die in high risk situations where they can at least go out with some bang. If its a frivolous death, I suspect there are some fudged die rolls and second chances that usually prevent it. Not to say GM isn't mean and harsh--just that dieing because you failed a low DC save on a trap that was put in a hall to be a speedbump doesn't tell a good story, and that's really what its all about.
 +
: Given that, this ability has pretty limited value. Chances are good that all that will really happen is the player will not get the second chances that they would normally have got, and they will come back to life. It could be a cool story moment, but chances are good that it will not be. In which case, this ability should read: at some point in the future, you will die for some silly reason that you probably would't have died from if you didn't have this ability, and your resurrection will be somewhat more flavorful. It'll sort of end up like Anise's death, which was fine for a 1st level item power, but seems weak for a 17th level class ability. --[[User:Msallen|Msallen]]
  
 
== Divine Casters of the world ==
 
== Divine Casters of the world ==
 
So, Mainland has Clerics, and Petara has Favored Souls as befitting their more decentralized religion. Druids and rangers are the sole divine casters among the Sidhe, and never become favored souls, although both Druids and Favored Souls are rare but not unheard of among the Halflings. -gm
 
So, Mainland has Clerics, and Petara has Favored Souls as befitting their more decentralized religion. Druids and rangers are the sole divine casters among the Sidhe, and never become favored souls, although both Druids and Favored Souls are rare but not unheard of among the Halflings. -gm

Revision as of 12:48, 8 April 2011

Wings Alternatives

I would love to personalize this by creating some sort of alt-ability that isn't fucking wings. -gm

What about a DM-chosen elemental/outsider companion of 12 HD? (I.e. somewhat like the creatures from Planar Ally.) For balance purposes, I think Druid animal companions are like 16-18 hit dice at this level, a Paladin mount would be ~12HD in this range, and a Leadership cohort could be level 16. -Mattie
That's a good idea. Another might be some sort of powerful and interesting aura. Like a permanent magic circle against chaos centered on the player or something. --Msallen
I was going to propose the Aura of Menace that archons get, but it had wording in there about removing the effect if they were hit by an attack. While good, I figured this wouldn't be as universally handy as Wings might be. Still some sort of circle/aura thing is a good idea, too. -Mattie

My idea was a sort of slotted-permanency spell mechanic, where you could swap out X spell levels worth of eligible spells on yourself that have a permanent duration, during some ritual that is time consuming but XP free. Where X is, perhaps, your unmodified CHR modifier. -gm

Alt: Deathless : The sunrise/sunset (depending on alignment) after you are killed, you rise again as if by a raise dead spell, suffering all related losses. You still age normally, and will still die when your maximum age is reached.

I have an issue with this one, but its... well... difficult to classify I guess. Player death generally only happens when a) the player is generally ok with it (ie. won't quit) and b) it seems like it will drive the story in a good way. At least with my experience in our games, players don't generally die in the middle of insignificant fights--they die in high risk situations where they can at least go out with some bang. If its a frivolous death, I suspect there are some fudged die rolls and second chances that usually prevent it. Not to say GM isn't mean and harsh--just that dieing because you failed a low DC save on a trap that was put in a hall to be a speedbump doesn't tell a good story, and that's really what its all about.
Given that, this ability has pretty limited value. Chances are good that all that will really happen is the player will not get the second chances that they would normally have got, and they will come back to life. It could be a cool story moment, but chances are good that it will not be. In which case, this ability should read: at some point in the future, you will die for some silly reason that you probably would't have died from if you didn't have this ability, and your resurrection will be somewhat more flavorful. It'll sort of end up like Anise's death, which was fine for a 1st level item power, but seems weak for a 17th level class ability. --Msallen

Divine Casters of the world

So, Mainland has Clerics, and Petara has Favored Souls as befitting their more decentralized religion. Druids and rangers are the sole divine casters among the Sidhe, and never become favored souls, although both Druids and Favored Souls are rare but not unheard of among the Halflings. -gm