carpet of adhesion
Posted: Sun Aug 07, 2011 11:29 am
is carpet of adhesion a visible carpet? I have read it more closely and it says it lays out a carpet. That would seem to me to mean a visible carpet that could be avoided.
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Rhomphaia wrote:I believe in RMB it states that it is a shimmering layer, so I sort of imagined it looking much like heat waves coming off the surface of whatever it is placed on.
Rhomphaia wrote:Cinos wrote:I play as visible. Any nerf to it is good.
Not this crap again...
Carpet of Adhesion does need some adjustment, mainly in clarification of rules. However, it does not need a total blanket nerf. Also, if you think the spell is so broken where any nerf is good, why do you allow it in your games at all? I see a lot of inconsistency in your attitude.
Rhomphaia wrote:Cinos wrote:Rhomphaia wrote:Cinos wrote:I play as visible. Any nerf to it is good.
Not this crap again...
Carpet of Adhesion does need some adjustment, mainly in clarification of rules. However, it does not need a total blanket nerf. Also, if you think the spell is so broken where any nerf is good, why do you allow it in your games at all? I see a lot of inconsistency in your attitude.
Cutting off dodge in all games (something useful to avoid MD shots, even for super humans with auto-dodge) or completely removing X characters from a fight in non-ranged games (Palladium Fantasy, and to an extent, Nightbane) isn't super insanely good where it can win fights instantly with or without a save? Huh.
And I allow it in my games after fixing it. Before that I didn't. I'd care to see where this inconstancy is from given I pretty consistently point out balance flaws in every conversation I'm in to the point I bore even myself with it.
If you have to nerf or buff something to make it something completely different than it is as written, then why allow it in the game at all? Simply make it not available. It's easier and more consistent with an attitude that "X spell is too good".
As for your other point, there are other spells that have more of an "insta-kill" effect than CoA. Fear and Blinding Flash are two great examples. Fear is especially so since it is the only example I can find in any Palladium game that forces a (rather hefty) save vs Horror Factor every round. With either of these spells, those affected are completely removed from combat, not just rooted to one spot.
But, I will be nice here and give you some suggestions on how to balance CoA without changing a single letter of the spell as written. The first is an old GM axiom; "If it's good for the players, then it's good for the villains." When players start exploiting something with impunity, then have villains start doing the same. Another example of a counter-tactic is psychics. A Mind Melter or Mind Mage can pretty effectively counter a magic user. Even a minor psychic with the right powers can ruin a mage's day. Telepathy can be used to "scan" the crowd of PCs and it will pick up that a mage is casting a spell and the intended effect of the spell, including target area. Telekinesis can be used to obstruct a mage in any number of ways and See Aura can be used to identify a potential mage, instantly making that character a target.
Even those without psionics and magic can counter mages. Smoke bombs/grenades or their equivalents are available in vitually every PB setting, as are distracting noisemakers. Even basic tactics (which I would assume would be commonly used in settings like PF and Rifts) can counter magic. A particularly effective one is spacing; spread out so an area effect only catches one or two people, not the whole squad. Another tactic is simply targeting the ***hole spitting fireballs and farting lightning. Another tactic is using ranged combatants (ya know, guns or bows as per the setting) against the group. A final tactic is to put the fight in such close quarters that PCs are likely to get caught in the CoA as well. I am sure you can come up with more.
Carpet of Adhesion is actually pretty well balanced. Like I said, it could use some rules clarification, but that is basically just deciding on which version of the rules KS wants to use.
Rhomphaia wrote:As for your other point, there are other spells that have more of an "insta-kill" effect than CoA. Fear and Blinding Flash are two great examples. Fear is especially so since it is the only example I can find in any Palladium game that forces a (rather hefty) save vs Horror Factor every round. With either of these spells, those affected are completely removed from combat, not just rooted to one spot.
Rhomphaia wrote:The Beast wrote:Rhomphaia wrote:As for your other point, there are other spells that have more of an "insta-kill" effect than CoA. Fear and Blinding Flash are two great examples. Fear is especially so since it is the only example I can find in any Palladium game that forces a (rather hefty) save vs Horror Factor every round. With either of these spells, those affected are completely removed from combat, not just rooted to one spot.
Whoa, time out! Fear doesn't have you saving vs Horror Factor every melee round.
And which version of the spell are you using?
The Beast wrote:Rhomphaia wrote:The Beast wrote:Rhomphaia wrote:As for your other point, there are other spells that have more of an "insta-kill" effect than CoA. Fear and Blinding Flash are two great examples. Fear is especially so since it is the only example I can find in any Palladium game that forces a (rather hefty) save vs Horror Factor every round. With either of these spells, those affected are completely removed from combat, not just rooted to one spot.
Whoa, time out! Fear doesn't have you saving vs Horror Factor every melee round.
And which version of the spell are you using?
Book of Magic, RMB, RUE, NB, HU2, and PFRPG2.
Rhomphaia wrote:If you have to nerf or buff something to make it something completely different than it is as written, then why allow it in the game at all? Simply make it not available. It's easier and more consistent with an attitude that "X spell is too good"..
Rhomphaia wrote:As for your other point, there are other spells that have more of an "insta-kill" effect than CoA. Fear and Blinding Flash are two great examples. Fear is especially so since it is the only example I can find in any Palladium game that forces a (rather hefty) save vs Horror Factor every round. With either of these spells, those affected are completely removed from combat, not just rooted to one spot..
Rhomphaia wrote:But, I will be nice here and give you some suggestions on how to balance CoA without changing a single letter of the spell as written. The first is an old GM axiom; "If it's good for the players, then it's good for the villains." When players start exploiting something with impunity, then have villains start doing the same. Another example of a counter-tactic is psychics. A Mind Melter or Mind Mage can pretty effectively counter a magic user. Even a minor psychic with the right powers can ruin a mage's day. Telepathy can be used to "scan" the crowd of PCs and it will pick up that a mage is casting a spell and the intended effect of the spell, including target area. Telekinesis can be used to obstruct a mage in any number of ways and See Aura can be used to identify a potential mage, instantly making that character a target..
Rhomphaia wrote:Even those without psionics and magic can counter mages. Smoke bombs/grenades or their equivalents are available in vitually every PB setting, as are distracting noisemakers. Even basic tactics (which I would assume would be commonly used in settings like PF and Rifts) can counter magic. A particularly effective one is spacing; spread out so an area effect only catches one or two people, not the whole squad. Another tactic is simply targeting the ***hole spitting fireballs and farting lightning. Another tactic is using ranged combatants (ya know, guns or bows as per the setting) against the group. A final tactic is to put the fight in such close quarters that PCs are likely to get caught in the CoA as well. I am sure you can come up with more..
Rhomphaia wrote:Carpet of Adhesion is actually pretty well balanced. Like I said, it could use some rules clarification, but that is basically just deciding on which version of the rules KS wants to use.
drakinn wrote:The Beast wrote:Rhomphaia wrote:The Beast wrote:Rhomphaia wrote:As for your other point, there are other spells that have more of an "insta-kill" effect than CoA. Fear and Blinding Flash are two great examples. Fear is especially so since it is the only example I can find in any Palladium game that forces a (rather hefty) save vs Horror Factor every round. With either of these spells, those affected are completely removed from combat, not just rooted to one spot.
Whoa, time out! Fear doesn't have you saving vs Horror Factor every melee round.
And which version of the spell are you using?
Book of Magic, RMB, RUE, NB, HU2, and PFRPG2.
RUE does not say to roll every melee round if you fail when it is cast in you area or you move into the area you roll a save if you fail as long as you are in the area each round you suffer the negatives until the spell is cancelled, lapses, or you leave the area.
The Beast wrote:Rhomphaia wrote:The Beast wrote:Rhomphaia wrote:As for your other point, there are other spells that have more of an "insta-kill" effect than CoA. Fear and Blinding Flash are two great examples. Fear is especially so since it is the only example I can find in any Palladium game that forces a (rather hefty) save vs Horror Factor every round. With either of these spells, those affected are completely removed from combat, not just rooted to one spot.
Whoa, time out! Fear doesn't have you saving vs Horror Factor every melee round.
And which version of the spell are you using?
Book of Magic, RMB, RUE, NB, HU2, and PFRPG2.