Serkanian Rules

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Peter Levy
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Re: Serkanian Rules

Postby Peter Levy » Tue Aug 13, 2013 6:48 pm

at the low end of the game, absent blades are crazy strong. at high, or even mid levels, they'll be massively outclassed by traditional healers...

pandursa absent blade is an awesome choice for 10 skill, but may be somewhat left behind now that he's approaching 100 skill...

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Sonny
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Re: Serkanian Rules

Postby Sonny » Tue Aug 13, 2013 7:03 pm

Hmmm balance, power and usefulness.

Ok after spending a week as an absent blade, as a class I think they are VERY VERY handy! But not really overpowered. Starting off with all 3 healing types is a nice bonus and means they can focus on getting another skill or stat at starting level, but compared to other classes they are kept in balance from the limitations. Simply put no amour and no weapons means an absent blade is reliant on other casters or fighters, they are support heroes, staying in the back lines and helping when they can.
If you look at the fact all their healing takes between 30 seconds and 2 minuets this further segments the fact they are better out of the fight and on the backlines. During a normal fight it is unlikely they can get off more than a couple of heals due to having to be undisturbed for 30 seconds, their real powers shines in longer events and combats, like the undead all nighter I think having an absent blade is a godsend as there is so much healing that doesn’t require long times spent medding to keep the healing flowing, just a 2 minuet break every so often.
If you compare a absent blade to a caster with life magic I don’t think they will ever match up as ive seen end game saga healers. The pure speed and amount of healing a caster can do will dwarf any absent blade on the battlefield. The absent blade only shines out of direct combat and in the down time, much like the “slow heal” spell.
Absent blade reflection and healing will always take 30 seconds by tick, so 1 soul every 30 or one batch of healing every 30. So even if they have bought healing 10 times so can heal 10 ever 30, a life caster will still overtake them.

In summery, their healing is very handy but not combat friendly
Their limitations keep them off the front line and are very vulnerable unless helped by others.
Their healing will very rarely match a life caster.
Good potential and a great addition to an event
Down and rest time specialists in a nutshell.

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I think the balance comes in with Chi, now after using it for a week, let me say this
I FOOKING LOVE CHI! (though I really need a 2 minuet egg timer as my counting is terrible)
As what Pete said at lower levels chi really does shine heads and heels over essence. At 10 skill say an average life caster can heal 1 point for 1 essence with circle one, and do this 6 times before having to med for 10 ticks of essence. An absent blade will heal 1 every 2.5 minuets without any additional bonuses points in healing, 30 seconds for the healing and 2 minuets to recover the chi. This is a lovely system and means your resource comes back very quickly but what Ben did when he wrote chi balanced it rather nicely I believe.
As its only 1 chi per 10 skill, someone using it will only have 10% of the resources of an essence user of similar skill. At lower levels it easy to burn your essence in an encounter or 2, but at higher games unless a caster goes mad its easy to keep a nice level on it for most of the adventure. After about 60 skill I think essence then over takes chi in its advantages.
Chi at lower levels is amazing, but I think pete is right at higher end it will fall off dramatically, a warrior with 60 essence can regen 10 times as much as a chi user at the same level, and even if they don’t get it all back after the fight that’s a BIG difference, dodge more, cast more, heal more and what not.
Chi users have small bursts but can do it more often, where essence can either level out and go slow or burn their larger resource, I think its all about how the person plays their character, chi is more forgiving, but essence has the greater reward.

Again in summery: chi is awesome at lower levels, falls of higher level, more forgiving and I find it a lot of fun.

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Once I play my Pandursa again I will give it another think over, but I am building him to be this awesome out of combat healer and support class, hanging back and helping people get back on their feet. So far loving chi, loving the starting level buff to absent blade, was a great addition to the group and a blessing to an undead all nighter wave style event. More research shall be done :D
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Sonny "McCuddles" Bigwood ((185))

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Will
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Re: Serkanian Rules

Postby Will » Tue Sep 10, 2013 8:47 pm

Hai

Looking at the rules, trying to get them on the system. Should be easy enough.

Couple of things:

Doesn't say about regaining Chi in the PDF

The word Wujen isn't used in the PDF rules, but is in the game, and it's not overly clear what circles they can buy are?
Saga 2015 will be entirely celebrating and drinking with nothing bad happening and no bad guys showing up at all ever

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Ben
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Re: Serkanian Rules

Postby Ben » Tue Sep 10, 2013 9:31 pm

We changed Wujen to Spirit Blade

Spirit Blades can wield any of the 9 elements of Velmaneth though Life, Death and Meta are very rare (in
game terms they learn magic in the same way as mages).


Chi
Serkanians eschew the use of essence instead drawing on an inner power known as chi. Rather than having
a large pool of essence, Serkanians have a small amount of chi that increases as they gain in experience
which is replenished each encounter following the same rules as dexterity.
"And unconscious people always count as willing"

Tome of Magic 6.0

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Will
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Re: Serkanian Rules

Postby Will » Tue Sep 10, 2013 10:13 pm

Hmm, dunno how I missed those...
Saga 2015 will be entirely celebrating and drinking with nothing bad happening and no bad guys showing up at all ever


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