Mind over Magic 2.2

The place to talk about the rules of the system and to get any help with the making of characters etc.

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Hatsuo1980
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Re: Mind over Magic 2.2

Postby Hatsuo1980 » Thu May 01, 2014 1:13 pm

Imo it creates more problems than it solves
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Hatsuo1980
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Re: Mind over Magic 2.2

Postby Hatsuo1980 » Thu May 01, 2014 1:14 pm

Also if I want to cast 20+ neuro pens at a demon, let me spend 60 soul kthxbai :)
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Luke
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Re: Mind over Magic 2.2

Postby Luke » Thu May 01, 2014 1:14 pm

Haha yeah that's true, still the only 2 neuronics characters currently being played can both change their alignment ;)

I understand what you mean though. I liked the confusion bit more than the damage immunity. Just think ''pen pen pen'' is massively lame. Then again it's not much different from ''snapcast lance, snapcast strike'' or whatever.

The tricky thing I guess is that we want them to be scary, but adding a whole new powerbase which trumps all other powerbases seems a bit silly to me. Seems just a bit too absolute ''nope you can't do anything against this character and they can do everything, or be immune to everything you have''. I'm exaggerating, and as everyone has agreed, they don't seem super overpowered, at least not up to legendary.

Only other thing I would suggest is maybe make more of their standard class features a buyable thing. It get's difficult to spend your skill because you get so much stuff free!
Warryn Coshwood - Diamond Elf Paladin of Gerethenax
Ten Tigers - Serkanian Furious Blade
Ishan-bey - Kor Sorcerer

Hatsuo1980
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Re: Mind over Magic 2.2

Postby Hatsuo1980 » Thu May 01, 2014 1:21 pm

Most of the free stuff is pretty jank, except psycomantic soul.

the changes ben made increased the interaction somewhat (stuff can be dodged, things are info effects or stopping effects, etc). Also the stopping effects are generally weaker than the magical ones, agony broken by damage, hold effecting caster amd target equally, etc.
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Luke
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Re: Mind over Magic 2.2

Postby Luke » Thu May 01, 2014 1:25 pm

Yeah agreed. Why not just remove neuronic damage altogether?

Pen knocks the target unconscious and they start bleeding from the head as if they were on -1.

I mean that was sort of the point right? It's mental good for pvp, but if it can be dodged etc then who cares? I mean the spirit of neuronics is that they just wreck face because no-one can prepare for them.

It's a super radical idea so not expecting a good response, another one for the ether.
Warryn Coshwood - Diamond Elf Paladin of Gerethenax
Ten Tigers - Serkanian Furious Blade
Ishan-bey - Kor Sorcerer

Hatsuo1980
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Re: Mind over Magic 2.2

Postby Hatsuo1980 » Thu May 01, 2014 1:28 pm

Ermmmm............that's more devestating than Ashout or D'arven?

"got supernatural dodge? Then you're unconcious and, basically, dead"
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Hatsuo1980
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Re: Mind over Magic 2.2

Postby Hatsuo1980 » Thu May 01, 2014 1:29 pm

8 seconds, 10 minute break and a hope 10 hope 2 to destroy a 4 monster encounter at 60 skill seems brutal
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Luke
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Re: Mind over Magic 2.2

Postby Luke » Thu May 01, 2014 1:37 pm

Yeah on the flipside, I would be pissed as Warryn if I instantly went down like that. Was just something worth thinking about. I don't really like neuronics doing damage at all tbh. Would rather they just shut enemies down to be destroyed by normal means.

So Pen causes 10 seconds of total confusion/blindness etc. But I'm aware i'm outnumbered here.
Warryn Coshwood - Diamond Elf Paladin of Gerethenax
Ten Tigers - Serkanian Furious Blade
Ishan-bey - Kor Sorcerer

Hatsuo1980
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Re: Mind over Magic 2.2

Postby Hatsuo1980 » Thu May 01, 2014 1:40 pm

Thats why I liked the old strength dex ability essence shut off neuronic. That skill seems far fairer in a world without neuro pen. Would happily lose neuro pen to gain that back :)

Personally, i think psycomantic hold should be castable while using psycomantic hold so you can cc multiple targets without having to be evil but thats just me
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Luke
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Re: Mind over Magic 2.2

Postby Luke » Thu May 01, 2014 1:43 pm

Both those ideas. YES.
Warryn Coshwood - Diamond Elf Paladin of Gerethenax
Ten Tigers - Serkanian Furious Blade
Ishan-bey - Kor Sorcerer

Hatsuo1980
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Re: Mind over Magic 2.2

Postby Hatsuo1980 » Thu May 01, 2014 1:44 pm

The more I think about it, the more I like the idea of non-damaging neuronics.

goodly bring powerups, no effects, heals

neutral being comms, minor cc, shifts, sensory stuff

evil being status effects, debilitating, encounter control
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Hatsuo1980
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Re: Mind over Magic 2.2

Postby Hatsuo1980 » Thu May 01, 2014 1:50 pm

I was thinking of uniques and one was

"psycomantic hold is no longer stackable but works at a base 4 str

gains 1 str per threshold for psycomantic hold

May cast psycomantic hold during another psycomantic hold on however many targets you choose, the strength for hold goes into a pool splittable as required

eg at 120 skill i would have 8 str for hold, could cc 4 targets at 2 str each or 3 targets at 4 str 2 2 str"

seems complicated but its an idea that makes hold really cool. Would need refining, maybe the str for hold is a buyable rank skill, hold become tier 1, cant be stacked but the stacking represents additional targets?
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Hatsuo1980
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Re: Mind over Magic 2.2

Postby Hatsuo1980 » Thu May 01, 2014 1:52 pm

Btw when i say no neuronic damage, i like enchant and probe still doing neuronic damage just remove pen
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Hatsuo1980
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Re: Mind over Magic 2.2

Postby Hatsuo1980 » Thu May 01, 2014 1:52 pm

I have a mental image of the blonde guy from push fighting that asian army lol
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Hatsuo1980
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Re: Mind over Magic 2.2

Postby Hatsuo1980 » Thu May 01, 2014 2:03 pm

Fuck, I just realised I was cheating at the weekend :( Thought Psycomantic Wall was tier 2 Neutral not tier 3 :(
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