Thinyser wrote:Now you're thinking logically. Just because he has them doesn't mean that there is only one explanation for how he got them. Just like simply having multiple permanency wards does not indicate that they each have only one spell associated with them.
I've always thought logically.
I still think his multiple permanence wards do indicate and suggest 1 ward per permanent effect. They don't absolutely guarantee it, but they do indicate it. Someone who intended to have many permanent magical effects probably would have held off getting them until he could get them all via 1 ward. Saves a lot of pain and expense.
Thinyser wrote:the best explination is that he was canon according to PF1 rules and the rules changed so he is now not canon.
He will always be canon. Just to be canon via PF2 diabolism rules we must ditch the most likely PF1 explanation (stacked protection wards) and adopt the most likely PF2 explanation (stacked protection spells emulating ward effects)
Thinyser wrote:The most likely alternative is that he was canon and the rules changed with PFRPG2.
I'm all for treating PRPG and PF2nd as separate dimensions, but within the context of the approach some favor (PF2 replacing PRPG) and all world books applying to PF2nd (even ones with only 1st ed versions) we have to intepret the NPC differently.
Thinyser wrote:now you see why your argument about the multiple permanency wards being evidence of a 1:1 requirement of perm wards to spells is not logically sound.
I did initially say "this should clarify that it's 1 perm ward per magical effect" but dropped that after you provided an alternate explanation. Not sure why you're still arguing against that.
2) The spells that they wanted to make permanent were not all available at the same time.
Still no indication you can apply 1 perm ward to multiple non-ward effects.
See? I should've been clearer by saying "acceptable alternate explanation". I was merely pointing out that negating the 'this proves you need many perms' argument still doesn't support a '1 perm unlimited spells' kind of view.
Thinyser wrote:This was actually the trap I laid to make you see that when evidence has more than one potential cause its not really proof of anything.
Right... except it was entirely unnecessary since your number 2 explanation was one I found acceptable when you first introduced it. I retracted the multi-bones as being absolute proof, I now only view them as strong indicators.
Thinyser wrote:Bypassing rules is as you would say meta gaming.
Bypassing rules is cheating or house-ruling. Meta-gaming is when a player introduces knowledge they have but their character would not have. For example, someone who has never encountered vampires knowing not to bother trying to hurt them with normal weapons even though they don't have the lore to know of the invulnerability.
Thinyser wrote:Nothing in the rules says that all wards are known and none can be rediscovered/invented that could potentially invalidate some existing rules.
Correct, the possibility exists of PF2 protection wards that are stackable on living beings, I just consider it less likely than spells that emulate wards, since spells are already stackable.
More information exists indicating the possibility of spell-modification than exists indicating ward-modification.
Thinyser wrote:And nobody "in the game" would know if there were rules against this or not.
We're discussing whether or not a character can do something, not whether or not they would try it.
Thinyser wrote:You were the one that brought up stats of gods. They were created by the authors not as an archetype (like OCCs and RCCs) but as unique beings to be used as plot devices not as player characters (or even in most cases NPCs). There is no method listed because they are each one of a kind.
Yet hypothetically, even if we aren't given the die rolls for everything, a unifying means of random generation should exist for everything of a shared type.
If not gods, will still point out that random tables exist for AIs yet AIs don't conform to them. We also have a Godling who somehow knows Phase Powers without being a Phase Mystic.
Thinyser wrote:old ones are plot devices not NPCs.
You can be both. All NPCs are plot devices. The Old Ones ARE characters. They're just sleeping ones.
Thinyser wrote:Dunscon's immortality ritual should have been detailed just like any other ritual or spell, otherwise its simply an author making an NPC the way they want them to be w/o following canon that was previously published and details how that archetype is created. Just like we all follow it when making our own NPC's.
Not detailing a spell or ritual doesn't mean that it's an NPC being created randomly without following canon. The NPC establishes a new canon potential. Just a canon we don't know the mechanics of (like gods) so we can't duplicate on other characters without fudging the stats.
Some indications do exist, of course. Like being told his former HP/SDC, it's clear though not explicitly stated that you add them and then halve the sum to get MDC.
Thinyser wrote:Or they didn't want people stacking the same ward for the "cumulative effects" as they state.
Separate ward phrases with different protection from <condition> arn't for the most part cumulative and if they are use the most applicable one.
If you have protection from fire and protection from cold in 2 phrases, activating them both at once would still result in simultaneous protection in PRPG, but not in PF2nd since there is no a rule preventing it.
Thinyser wrote:he doesn't logically have to have multiple permanence wards because he has multiple spell abilities that have been made permanent.
I'm not following you here. There's no proof 2 spells (let's say, nightvision and mute, just to simplify things) can be made permanent with a single ward.
You do need a ward to make a spell permanent, unless you want to modify the duration inherent to the spell, which makes it cost an incredibly high amount of PPE, and also reduces the chances of creating the variant due to the higher level.
Thinyser wrote:It could also be a combination of his OCC abilities and they lumped it in with the Ward bonuses by accident. 2 of his 3 OCCs have the ability to recognize enchantments and the eyes of thoth spell might have been different or was a typo (the 8&9 are always right next to each other on the keyboard)
Good points, agree on the likelihood there (isn't the first time things have been misplaced in the wrong section) just operating discussion on reading literally that it's from wards though.
Thinyser wrote:looking for In-game justifications for author mistakes is a wild goose chase. You can if you like but its not something that I care to endeavor in.
Gander Pursuit (Ninjas and Superspies page 317) is a physical skill that adds +4 to PP and +2d3+5 to Spd, so it is well worth the effort, even though it costs 2 skill selections if chosen as secondary, and has Running and Wrestling as prerequisites, limiting its selection to those OCCs capable of selecting those skills (the latter being the most restricted).
Thinyser wrote:simply realize it was based off the old rules. Seems like the simplest way, much more so than trying to explain it with "in game reasons".
You say 'realize' as if I don't. I do realize the cause here. One can do that and still strive to concoct how to explain an NPC in 2nd Ed terms while modifying them minimally. It's a welcome challenge.
Anyone not up to it can simply take the "separate dimensions" approach to
Thinyser wrote:bone besides dragon (like demon or devil or god) can also create permanency.
True but not really relevant as they probably would have mentioned that he had those too.
I dunno, that could be a dark secret he doesn't want to relate.
Thinyser wrote:did the rules from PF1 include these alternate bone options or only dragons? I'm guessing it was only dragons.
Nope, the god/demon/devil alternative has always existed. The only change in PF2 in this regard is dEEvil (lame) and there being a PPE cost.
Thinyser wrote:you can stop looking for in game solutions for problems that arise because of changes made to the setting by the authors.
Obviously, but that avoids a fun challenge and exercise.
Thinyser wrote:I disagree that NPCs make canon when they obviously don't follow the previously laid out rules.
NPCs exist, they are part of canon, there must be laws of nature in the Megaverse that all things follow, so if NPCs don't follow printed rules, they follow unprinted rules. Perhaps rules the game authors never bothered to make up. Even random imaginings can be quantified though.
Thinyser wrote:Nor do they remain canon once the rules have changed (as is the case of your example) despite finding "in game ways" to justify their no longer canon powers or abilities.
Since we do not explicitly know the exact source of his powers (even though they clearly correspond to protection wards stacked) the 'stacked ward-mimicking variant spells' explanation allows us to retain his powers in a PF2 setting.
Thinyser wrote:Not familiar with the reference.
He's a shifter NPC in Splynn Dimensional Market who had far too much PPE, well beyond the sum of the maximum they can roll for their personal pool and the bonus gained from a pact.
If a Shifter is going to get that much PPE they shuold have to at least make pacts with dozens of creatures and play them off against each other at high risk.
Might be manageable with Greater Elemental masters though, they don't seem the kind to catch on.
Diabolists were nerfed big time
In terms of stacking protection wards, yeah, but on the plus side, if they can pay the meager PPE requirements, the limit of how many wards they can activate per day was greatly increased.