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Mystics gaining more spells

Posted: Sat Feb 27, 2016 12:13 pm
by barna10
Have you ever seen a mechanic, or worked one up yourself, for Mystics to gain more spells than the ones they gain per level?

This is the scenario I am specifically addressing, what about Mystics that don't level up? Say one becomes a hermit and communes with nature on the top of a mountain for 50 years. He wouldn't gain experience, but he would most likely get wiser and should understand himself, nature, and magic better. Why shouldn't this guy gain more spells during his 50 years?

IMO opinion there needs to be some way for Mystics to acquire spells that doesn't require them to level up.

[EDIT] Hmmm, looking at Born Mystic, "When he is ready to find or make his place by exploring it as an adventurer, the character enters into a meditative trance that lasts six days. At the end of that period, the character intuitively knows how to cast seven specific spells"

Mystic in RUE, "Then, when he is ready to find or make his place in the world. the Mystic enters into six days of meditation. At the end of the sixth day, he somehow knows how to cast eight specific spells."

Then when leveling up, they only gain 2 spells, but maybe this is because they aren't taking the needed time-out to gain more? (Hypothesizing, not asking)

I guess it comes to why can't they simply spend another 6 days and get more spells?

Re: Mystics gaining more spells

Posted: Sat Feb 27, 2016 4:19 pm
by eliakon
Why would they stop gaining XP?
This isn't D&D where all your XP come from killing monsters (in point of fact most XP is not from killing stuff...)
Meditating, and otherwise 'being a mystic' will net them XP and let them level up just fine.

Re: Mystics gaining more spells

Posted: Sat Feb 27, 2016 4:45 pm
by drewkitty ~..~
The only way I can think of for a psi-mystic (or mystic) to gain more then the listed spells is to have a magic proficiency that gives them more. (NB:TtGD & a rifter).
---
Because that any Mystic get's their spells intuitively, not by learning them through study, they are limited to what they intuitively know.
---
level up: no, it is not due to lack of med. time.
meditating to gain exp......it would need to be in a difficult situation for them to gain any. Sort of like the 'no back flipping to the next level' idea.

Re: Mystics gaining more spells

Posted: Mon Feb 29, 2016 1:00 pm
by 42dragon
I am with Eli - playing in character (hermit mystic) is a source of xp. He won't level up fast, but he will still be leveling up.

Re: Mystics gaining more spells

Posted: Wed Mar 02, 2016 9:17 am
by Nekira Sudacne
barna10 wrote:Have you ever seen a mechanic, or worked one up yourself, for Mystics to gain more spells than the ones they gain per level?

This is the scenario I am specifically addressing, what about Mystics that don't level up? Say one becomes a hermit and communes with nature on the top of a mountain for 50 years. He wouldn't gain experience, but he would most likely get wiser and should understand himself, nature, and magic better. Why shouldn't this guy gain more spells during his 50 years?

IMO opinion there needs to be some way for Mystics to acquire spells that doesn't require them to level up.

[EDIT] Hmmm, looking at Born Mystic, "When he is ready to find or make his place by exploring it as an adventurer, the character enters into a meditative trance that lasts six days. At the end of that period, the character intuitively knows how to cast seven specific spells"

Mystic in RUE, "Then, when he is ready to find or make his place in the world. the Mystic enters into six days of meditation. At the end of the sixth day, he somehow knows how to cast eight specific spells."

Then when leveling up, they only gain 2 spells, but maybe this is because they aren't taking the needed time-out to gain more? (Hypothesizing, not asking)

I guess it comes to why can't they simply spend another 6 days and get more spells?


Getting wiser, and understanding yourself, nature and magic better is pretty much the definition of what gaining XP and leveling up entails. becoming a hermit dosn't mean you stop gaining XP or leveling up, you just do it at a somewhat slower pace than adventuring where you force yourself to learn through adversity.

Re: Mystics gaining more spells

Posted: Wed Mar 02, 2016 10:58 am
by barna10
Nekira Sudacne wrote:Getting wiser, and understanding yourself, nature and magic better is pretty much the definition of what gaining XP and leveling up entails. becoming a hermit dosn't mean you stop gaining XP or leveling up, you just do it at a somewhat slower pace than adventuring where you force yourself to learn through adversity.


This of course makes some sort of sense, but not game sense.

If this were true, all senior citizens would be high level characters, and last I checked supplements aren't peppered with 15th level dudes in walkers.

Also, this goes against the rules for gaining skills where one can gain a skill by spending time in class (thereby by-passing the need to level-up to gain more skills).

In addition, what XP would the Hermit gain, by RAW? The playing in character bonus? What time period would he gain this bonus for? Weekly? Monthly? If this is true, wouldn't ALL characters and NPCs receive the same bonus? And further, wouldn't this mean that a dutiful worker that simply went to work everyday for 30 years would be a high level character able to kick-butt and take names? This would mean that EVERY retiree was some bad-mama-jama like in some bad martial arts flick.

Sorry, this doesn't make game sense. It screams for a rule that covers gaining skills, improving skills, and gaining spells outside of the leveling mechanic. I wouldn't increase casting level, power level, etc., but I would allow one to get more knowledgeable or better at skills simply by meditating or practice. What makes one "level up" is the trials and tribulations, the tests. Levels are the result of being tossed into the forge of life, not simply going through the motions for 50 years. Yes, one could argue a difference in the case of the hermit, but that would be an isolated type of case, and the hermit should still be able to gain enlightenment without having to meditate for a decade to get one spell.

Re: Mystics gaining more spells

Posted: Wed Mar 02, 2016 12:14 pm
by eliakon
barna10 wrote:
Nekira Sudacne wrote:Getting wiser, and understanding yourself, nature and magic better is pretty much the definition of what gaining XP and leveling up entails. becoming a hermit dosn't mean you stop gaining XP or leveling up, you just do it at a somewhat slower pace than adventuring where you force yourself to learn through adversity.


This of course makes some sort of sense, but not game sense.

If this were true, all senior citizens would be high level characters, and last I checked supplements aren't peppered with 15th level dudes in walkers.

Most people are not going to meditate to 15th level, and no one was saying you could.
But doing stuff to pay attention to who you are? Yeah some seriously high level characters
*points to the extreme example of the guy that has been meditating in the northern wilderness for 300 years and is now 1,500th level!*
*Points to the various monks in several of the temples in china and stuff who are really high level*


barna10 wrote:Also, this goes against the rules for gaining skills where one can gain a skill by spending time in class (thereby by-passing the need to level-up to gain more skills).

They have nothing to do with each other.
You can go to class sure...
....but even if you don't you still get skills. The fact that you can (in some games, and in some ways) by pass the skill acquisition rules doesn't mean that those rules are pointless...just that there is a way to bypass them.

barna10 wrote:In addition, what XP would the Hermit gain, by RAW? The playing in character bonus? What time period would he gain this bonus for? Weekly? Monthly? If this is true, wouldn't ALL characters and NPCs receive the same bonus? And further, wouldn't this mean that a dutiful worker that simply went to work everyday for 30 years would be a high level character able to kick-butt and take names? This would mean that EVERY retiree was some bad-mama-jama like in some bad martial arts flick.

Per playing session
no seriously
Its a game not a reality simulation.
I am not aware of a single game in existence with an experience system that handles monks leveling up well. Or workers. Or much else besides adventurers....probably because they are designed to run adventurers.
Basically the answer is...
when the GM feels that he levels up, he does so.


barna10 wrote:Sorry, this doesn't make game sense. It screams for a rule that covers gaining skills, improving skills, and gaining spells outside of the leveling mechanic. I wouldn't increase casting level, power level, etc., but I would allow one to get more knowledgeable or better at skills simply by meditating or practice. What makes one "level up" is the trials and tribulations, the tests. Levels are the result of being tossed into the forge of life, not simply going through the motions for 50 years. Yes, one could argue a difference in the case of the hermit, but that would be an isolated type of case, and the hermit should still be able to gain enlightenment without having to meditate for a decade to get one spell.

What you are talking about is basically rewriting the entire game system from scratch, throwing out the level system as is and replacing it with something else.
That might be fun at your table....
But for me if I wanted to do that I would play GURPs, or Chaosium, or White Wolf, or Tri Stat, or one of the other games that does this sort of improvement scheme.

Re: Mystics gaining more spells

Posted: Wed Mar 02, 2016 12:31 pm
by Prysus
barna10 wrote:If this were true, all senior citizens would be high level characters, and last I checked supplements aren't peppered with 15th level dudes in walkers.

In addition, what XP would the Hermit gain, by RAW? The playing in character bonus? What time period would he gain this bonus for? Weekly? Monthly? If this is true, wouldn't ALL characters and NPCs receive the same bonus? And further, wouldn't this mean that a dutiful worker that simply went to work everyday for 30 years would be a high level character able to kick-butt and take names? This would mean that EVERY retiree was some bad-mama-jama like in some bad martial arts flick.

Greetings and Salutations. I trimmed the above for convenience, not to change anything. And I would go to say that many senior citizens are high level characters (not necessarily level 15 though), they're just NOT an O.C.C. as you know them. Think about it a different way. An electrician goes through training and learns his trade. He is now an electrician. Every day for 30 years, he wakes up and cooks himself breakfast, makes a quick lunch to take with him, goes to work as an electrician working on different problems, then plays a game of chess with his neighbor, cooks dinner, then heads to bed to repeat all over again. By your logic, he'll never improve during those 30 years. Another electrician, fresh out of training, will know just as much as him for the rest of his life. That doesn't make in game sense either. By your logic, he's just as likely to burn the meal he's cooked for 30 years, because he hasn't gotten any better at all. By your logic, he never learned a single move in chess and is just as much a rookie as the day he started.

Mundane characters don't have O.C.C. as you generally know them, and I don't know why you think every citizen is a martial artist. Most characters aren't trained in hand to hand, so they won't be (much) better at level 15 in combat. But, let's just take the concept of a character going to work every day, then after going to martial arts class. By your logic, after 30 years of training every day, the character won't have gotten any better ... AT ALL. Seriously, by your logic, the character studying martial arts for 30 years is just as likely to get his butt kicked by a student who walks into class the first day. In those "bad martial arts flick" you mention, those characters are (quite often) from a martial arts school, you know, where they go every day instead of adventuring. So, by your logic, they're not actually good at all. Now, will adventuring cause you to level faster? Yes. That tends to be your main hero in those movies. But that doesn't mean that no one else can learn anything ... EVER.

barna10 wrote:Also, this goes against the rules for gaining skills where one can gain a skill by spending time in class (thereby by-passing the need to level-up to gain more skills).

Gain new skills, yes. Gain new experience, no. Learning new skills also requires a teacher (last I checked), something a hermit wouldn't have isolated as you suggested. Also, mystics avoid training in this way, and prefer to learn things naturally, so this would also make your analogy inappropriate. Though, for the record, to compare to your taking time to learn skills, Wizards (PF) and Ley Line Walkers (Rifts) and many other practitioners of magic can take time to learn a spell through training, and don't need to level. This is just not a path available to mystics, because they avoid traditional study. Farewell and safe journeys.

Re: Mystics gaining more spells

Posted: Wed Mar 02, 2016 12:43 pm
by barna10
Prysus wrote:I would go to say that many senior citizens are high level characters (not necessarily level 15 though), they're just NOT an O.C.C. as you know them. Think about it a different way. An electrician goes through training and learns his trade. He is now an electrician. Every day for 30 years, he wakes up and cooks himself breakfast, makes a quick lunch to take with him, goes to work as an electrician working on different problems, then plays a game of chess with his neighbor, cooks dinner, then heads to bed to repeat all over again. By your logic, he'll never improve during those 30 years. Another electrician, fresh out of training, will know just as much as him for the rest of his life. That doesn't make in game sense either. By your logic, he's just as likely to burn the meal he's cooked for 30 years, because he hasn't gotten any better at all. By your logic, he never learned a single move in chess and is just as much a rookie as the day he started.

Mundane characters don't have O.C.C. as you generally know them, and I don't know why you think every citizen is a martial artist. Most characters aren't trained in hand to hand, so they won't be (much) better at level 15 in combat. But, let's just take the concept of a character going to work every day, then after going to martial arts class. By your logic, after 30 years of training every day, the character won't have gotten any better ... AT ALL. Seriously, by your logic, the character studying martial arts for 30 years is just as likely to get his butt kicked by a student who walks into class the first day. In those "bad martial arts flick" you mention, those characters are (quite often) from a martial arts school, you know, where they go every day instead of adventuring. So, by your logic, they're not actually good at all. Now, will adventuring cause you to level faster? Yes. That tends to be your main hero in those movies. But that doesn't mean that no one else can learn anything ... EVER.


No argument about the real world, but that's not how things work in-game. If it were, older characters wouldn't start at first level and you should have the option to start your character older and begin higher than first level.

Prysus wrote:
barna10 wrote:Also, this goes against the rules for gaining skills where one can gain a skill by spending time in class (thereby by-passing the need to level-up to gain more skills).

Gain new skills, yes. Gain new experience, no. Learning new skills also requires a teacher (last I checked), something a hermit wouldn't have isolated as you suggested. Also, mystics avoid training in this way, and prefer to learn things naturally, so this would also make your analogy inappropriate. Though, for the record, to compare to your taking time to learn skills, Wizards (PF) and Ley Line Walkers (Rifts) and many other practitioners of magic can take time to learn a spell through training, and don't need to level. This is just not a path available to mystics, because they avoid traditional study. Farewell and safe journeys.[/justify]


But meditating is 100% appropriate for Mystics. I direct you to the description of each Mystic class in Palladium. They learn their spells (initial and each level-up) by meditating. It takes them (usually) 6 days to get their initial allotment of spells. I don't think spending another week to get 1 more spell (of equal or lower level) seems inappropriate. I'm sure some will scream play-balance!, but it seems to make sense given the logic of the class.

Re: Mystics gaining more spells

Posted: Wed Mar 02, 2016 1:22 pm
by Prysus
barna10 wrote:But meditating is 100% appropriate for Mystics. I direct you to the description of each Mystic class in Palladium. They learn their spells (initial and each level-up) by meditating. It takes them (usually) 6 days to get their initial allotment of spells. I don't think spending another week to get 1 more spell (of equal or lower level) seems inappropriate. I'm sure some will scream play-balance!, but it seems to make sense given the logic of the class.

Greetings and Salutations. I'm not denying meditating is appropriate for a Mystic, just that it's not comparable to going to class to learn a skill like you tried to claim.

As for meditating for six days, this is both true and untrue. While you focus on the six days, you seem to be ignoring the lines that comes before that.

RUE, page 119 (and similar in PF2): "The character spends years pondering about life, his place in it, and how magic might help him find that place in the world."

Hey, look at that, it mentions "years" before it goes into the six days. After years philosophical contemplation, they spend six days meditating to gain their new spells. However, if you're not learning anything new, you don't have much new to contemplate. To learn new spells the character must also reach "a new metaphysical plateau" and the book also tells us "at each new junction in life."

So the book tells us years, plus six days, new metaphysical plateau, and a new junction in life, and you seem to think that this is a daily thing? I can't say that follows the logic of the class (and any logic that says "years" equals "daily" is bad logic). If you at least add in something like it can only be done once after every 1D6+1 years, it might help follow the logic of the class (at least better than what you're currently trying to pass off). Farewell and safe journeys.

Re: Mystics gaining more spells

Posted: Wed Mar 02, 2016 2:01 pm
by barna10
Prysus wrote:Greetings and Salutations. I'm not denying meditating is appropriate for a Mystic, just that it's not comparable to going to class to learn a skill like you tried to claim.

As for meditating for six days, this is both true and untrue. While you focus on the six days, you seem to be ignoring the lines that comes before that.

RUE, page 119 (and similar in PF2): "The character spends years pondering about life, his place in it, and how magic might help him find that place in the world."

Hey, look at that, it mentions "years" before it goes into the six days. After years philosophical contemplation, they spend six days meditating to gain their new spells. However, if you're not learning anything new, you don't have much new to contemplate. To learn new spells the character must also reach "a new metaphysical plateau" and the book also tells us "at each new junction in life."

So the book tells us years, plus six days, new metaphysical plateau, and a new junction in life, and you seem to think that this is a daily thing? I can't say that follows the logic of the class (and any logic that says "years" equals "daily" is bad logic). If you at least add in something like it can only be done once after every 1D6+1 years, it might help follow the logic of the class (at least better than what you're currently trying to pass off). Farewell and safe journeys.[/justify]


I'm not ignoring the years before the 6 days, but I am assuming you don't need to re-contemplate life for years before meditating to gain spells again. The only analogy I can think of for this discussion would be to say you make it through 1 year of college and then have to go back to primary and high school before being able to go to your second year of college. Why would you think you needed to contemplate life again before meditating to gain more spells? Your third-eye has already been opened and didn't shut just because you learned something.

It is illogical to assume the Mystic would have to meditate for years to gain more spells seeing as he's allowed to meditate again when gaining a level and there is no minimum time between levels. Having these epiphanies tied to levels is the illogical part of the argument.

Now, if spell level and character level are the issue, this would make sense. At each "metaphysical plateau" a new level of spells is opened, this is logical, but saying the Mystic can't contemplate magic and learn knowledge (ie spells) on the same plane as knowledge he already knows is simply a game mechanic restriction and not a logical restriction.

Also, since we know it takes far less time to learn a spell than a skill (Mystics learn ALL their starting spells in 6 days and Mages learn a spell in 2 days per spell level, and learning skills is described as taking hundreds of hours in a classroom-type setting), it actually seems more likely you'd be able to learn spells at a faster rate, and more often than you could/would skills. So again I argue if you can learn skills without leveling, you should be able to learn spells without leveling, even if you're a Mystic.

Re: Mystics gaining more spells

Posted: Wed Mar 02, 2016 2:32 pm
by Library Ogre
I might let a mystic character spend skill selections to learn new spells.

I might, as a GM, also reward mystic characters with bonus spells... insights they have gained into the universe, relevant to certain things they have undergone... perhaps even having mystics quest for some kinds of magical knowledge, as Eelmore did to learn rune magic. Spells would be relatively simple; learning a new type of magic would be far more difficult.

Re: Mystics gaining more spells

Posted: Wed Mar 02, 2016 2:35 pm
by say652
Because they have psionic and spells I see no reason to give them additional spells.

At that point, imo, it's loophole munch to up the power level of the character.
I call it loophole munch because I do it all the time.

Re: Mystics gaining more spells

Posted: Wed Mar 02, 2016 4:01 pm
by eliakon
Mark Hall wrote:I might let a mystic character spend skill selections to learn new spells.

I might, as a GM, also reward mystic characters with bonus spells... insights they have gained into the universe, relevant to certain things they have undergone... perhaps even having mystics quest for some kinds of magical knowledge, as Eelmore did to learn rune magic. Spells would be relatively simple; learning a new type of magic would be far more difficult.

While I am still skeptical that Eelmore actually knew anything about rune magic and was just passing off an item he found I agree with the idea that if you find an insight you can upgrade.

When I GM Mystics I allow the player several options
1) I allow any spell from any school at all to be selected. Your hooked up to the universe and it knows all
2) I allow a skill selection to be traded for a spell or psionic power....or vice versa. Knowledge is knowledge.
3) I will grant 'you now know this' to players when appropriate. If the mystic has been hanging around doing a certain kind of thing and I feel that a certain bit of knowledge is useful, in character, makes sense, and wont break the game....presto free bonus spell, or psionic ability. I am especially fond of the Chaos Magic spells for this.

Re: Mystics gaining more spells

Posted: Wed Mar 02, 2016 4:15 pm
by barna10
say652 wrote:Because they have psionic and spells I see no reason to give them additional spells.

At that point, imo, it's loophole munch to up the power level of the character.
I call it loophole munch because I do it all the time.


I understand your viewpoint, but I don't agree.

To me the balancing factor is time. The Mystic should have to spend time just like another character would spend time at a day job to earn money to buy a new gun. But yes, someone could conceivably gain all the spells this way, but then he'd be meditating for years to do so. Seems like there are much more fun ways to advance in power.

Re: Mystics gaining more spells

Posted: Wed Mar 02, 2016 4:23 pm
by barna10
Mark Hall wrote:I might let a mystic character spend skill selections to learn new spells.

I might, as a GM, also reward mystic characters with bonus spells... insights they have gained into the universe, relevant to certain things they have undergone... perhaps even having mystics quest for some kinds of magical knowledge, as Eelmore did to learn rune magic. Spells would be relatively simple; learning a new type of magic would be far more difficult.


This is along the lines of what I was thinking. The character is effectively spending that earned skill slot on a new spell, I just don't see it taking 3 semesters to learn a new spell (regarding that, I really think the education rules are a bit ... off: a year and a half to learn how to swim or drive? Engineering, sure, but all skills take 3 semesters at community college or better? I don't think so)

Re: Mystics gaining more spells

Posted: Wed Mar 02, 2016 4:28 pm
by say652
Give the character access to scrolls or techno wizard items. The occ already has spell selections. Why Add more.

Re: Mystics gaining more spells

Posted: Wed Mar 02, 2016 5:10 pm
by barna10
say652 wrote:Give the character access to scrolls or techno wizard items. The occ already has spell selections. Why Add more.


Because this is a theoretical discussion, not a discussion about one particular character.

Also, this isn't about play balance. If it were I'd be advocating for the Mystic to get more spells every level (several more...)

This is about what makes sense for the story of the character, not what keeps him in his place and assigned amount of power / options.

Re: Mystics gaining more spells

Posted: Wed Mar 02, 2016 5:12 pm
by barna10
eliakon wrote:
Mark Hall wrote:I might let a mystic character spend skill selections to learn new spells.

I might, as a GM, also reward mystic characters with bonus spells... insights they have gained into the universe, relevant to certain things they have undergone... perhaps even having mystics quest for some kinds of magical knowledge, as Eelmore did to learn rune magic. Spells would be relatively simple; learning a new type of magic would be far more difficult.

While I am still skeptical that Eelmore actually knew anything about rune magic and was just passing off an item he found I agree with the idea that if you find an insight you can upgrade.

When I GM Mystics I allow the player several options
1) I allow any spell from any school at all to be selected. Your hooked up to the universe and it knows all
2) I allow a skill selection to be traded for a spell or psionic power....or vice versa. Knowledge is knowledge.
3) I will grant 'you now know this' to players when appropriate. If the mystic has been hanging around doing a certain kind of thing and I feel that a certain bit of knowledge is useful, in character, makes sense, and wont break the game....presto free bonus spell, or psionic ability. I am especially fond of the Chaos Magic spells for this.


All good ideas. Very good ones.

Re: Mystics gaining more spells

Posted: Wed Mar 02, 2016 5:50 pm
by Nekira Sudacne
barna10 wrote:
Nekira Sudacne wrote:Getting wiser, and understanding yourself, nature and magic better is pretty much the definition of what gaining XP and leveling up entails. becoming a hermit dosn't mean you stop gaining XP or leveling up, you just do it at a somewhat slower pace than adventuring where you force yourself to learn through adversity.


This of course makes some sort of sense, but not game sense.

If this were true, all senior citizens would be high level characters, and last I checked supplements aren't peppered with 15th level dudes in walkers.


Only if one assumes all nonadventuring people gain experiance at the same rate. this is clearly not the case. It seems generally expected that most people will not exceed level 6-8 in their lifetimes, as NPC's level 9 and higher are relatively rare.

The fact your mystic who spends all his time in meditation and contemplation hardly changes that. that'd be like your senior citizen who even at 80 keeps finding new things to do and new ways to challange himself. they exist, but they are hardly the rule.

Also, this goes against the rules for gaining skills where one can gain a skill by spending time in class (thereby by-passing the need to level-up to gain more skills).


Those rules only exist in games with the skill program system instead of OCC's. Sinse the mystic dosn't exist in HU or N&SS that's kind of a moot point.

In addition, what XP would the Hermit gain, by RAW? The playing in character bonus? What time period would he gain this bonus for? Weekly? Monthly? If this is true, wouldn't ALL characters and NPCs receive the same bonus? And further, wouldn't this mean that a dutiful worker that simply went to work everyday for 30 years would be a high level character able to kick-butt and take names? This would mean that EVERY retiree was some bad-mama-jama like in some bad martial arts flick.


There is no reason to think all NPC's gain XP at an equal flat rate. More likely like anything else they get XP the same way anyone else does: using skills, being clever, trying new things. Your average worker who shows up every day, does the same thing over and over, then goes home to watch TV all night, every day for yeras is unlikely to get even moderately high level. Whereas like I said, the mystic who spends every day in deep meditation and study is going to gain XP much faster.
Sorry, this doesn't make game sense.


It's a good thing I didn't suggest that then. the only one who assumed all NPC's gain XP at a flat rate during nonadventuring time was you.

the way that makes much more game sense is just like party members, they get XP based on what they actually do, calibrated to a baseline that makes some sense. if one assumes the average senior citizen is only mid-level (6-10), then the thing that makes "game sense" to do is to caliberate XP rewards so that, over a lifetime of average work and challanges, they will reach level 6. those who put a bit more in reach level 8. and then those who work every day of their lives might reach level 10. this is what I was were suggesting. again, no one but you suggested that all NPC's gets enough XP to reach level 15 at a flat rate. And i'll point out, setting up a nonsensical argument just so you can point out how nonsensical it is is the definition of a strawman argument ;)

It screams for a rule that covers gaining skills, improving skills, and gaining spells outside of the leveling mechanic. I wouldn't increase casting level, power level, etc., but I would allow one to get more knowledgeable or better at skills simply by meditating or practice. What makes one "level up" is the trials and tribulations, the tests. Levels are the result of being tossed into the forge of life, not simply going through the motions for 50 years. Yes, one could argue a difference in the case of the hermit, but that would be an isolated type of case, and the hermit should still be able to gain enlightenment without having to meditate for a decade to get one spell.


If you want to set up a system where you can learn skills without gaining levels, that's up to you? nothing wrong with doing so. it might even be useful if the GM runs a game that includes years of downtime between adventures.

Re: Mystics gaining more spells

Posted: Wed Mar 02, 2016 7:37 pm
by say652
Home game fix.
*Using house rules*

The minor Wizard subpower from the super spy occ, I would allow the character to add this to their character for double Xp per level.

Minor wizard abilities increase as the double Xp levels increase.

Say at level 5, becomes a minor Wizard.
Gains double Xp to level 8.
Effectively a level 3 Minor wizard.

Re: Mystics gaining more spells

Posted: Wed Mar 02, 2016 8:21 pm
by Library Ogre
FWIW, on the leveling issue, I tend to assume that, unless you are heavily involved in high-risk stuff, your level is probably about equal to your age in decades... so level 1 until you're about 20, level 2 until you're 30, level 3 until you're 40, etc. It's not a perfect system, it ignores adventurers and any mover and shaker (i.e. Lord Itomas doesn't need a history of adventure, since he's constantly involved in high-end political deals that tax his skills), and runs into problems with non-humans and their longer lives (a 500 year old elf isn't assumed to be 50th level), but it's a rule of thumb for humans.

Re: Mystics gaining more spells

Posted: Wed Mar 02, 2016 9:43 pm
by barna10
Mark Hall wrote:FWIW, on the leveling issue, I tend to assume that, unless you are heavily involved in high-risk stuff, your level is probably about equal to your age in decades... so level 1 until you're about 20, level 2 until you're 30, level 3 until you're 40, etc. It's not a perfect system, it ignores adventurers and any mover and shaker (i.e. Lord Itomas doesn't need a history of adventure, since he's constantly involved in high-end political deals that tax his skills), and runs into problems with non-humans and their longer lives (a 500 year old elf isn't assumed to be 50th level), but it's a rule of thumb for humans.


Not bad at all

Re: Mystics gaining more spells

Posted: Thu Mar 03, 2016 10:12 am
by ShadowLogan
barna10 wrote:Have you ever seen a mechanic, or worked one up yourself, for Mystics to gain more spells than the ones they gain per level?

This is the scenario I am specifically addressing, what about Mystics that don't level up? Say one becomes a hermit and communes with nature on the top of a mountain for 50 years. He wouldn't gain experience, but he would most likely get wiser and should understand himself, nature, and magic better. Why shouldn't this guy gain more spells during his 50 years?

IMO opinion there needs to be some way for Mystics to acquire spells that doesn't require them to level up.

[EDIT] Hmmm, looking at Born Mystic, "When he is ready to find or make his place by exploring it as an adventurer, the character enters into a meditative trance that lasts six days. At the end of that period, the character intuitively knows how to cast seven specific spells"

Mystic in RUE, "Then, when he is ready to find or make his place in the world. the Mystic enters into six days of meditation. At the end of the sixth day, he somehow knows how to cast eight specific spells."

Then when leveling up, they only gain 2 spells, but maybe this is because they aren't taking the needed time-out to gain more? (Hypothesizing, not asking)

I guess it comes to why can't they simply spend another 6 days and get more spells?

In the 1E Robotech books they had rules for bringing characters from earlier periods (Macross and Southern Cross) forward to the Invid Invasion Era. While it did not increase their level, it did grant them new skills. This would have to be adapted to cover the full range of abilities not present in that setting (like magic/psionics) if you want a low level character, but one who has developed as a result of the long road of time.

For example in adapting the rules, I would look to see how many skills are gained by RT and how many levels it would take for the Mystic in question to acquire those skills as levelling to determine how many "extra" spell/powers might have developed. Or could trade those bonus skills for spell/power.

As to why a mytic can't just medidate longer to get more spells/powers, it might come down to what they experience/know and after the set period begin to go around in circles to the point they can't gain anything more out of it without sufficient experience to alter the cycle IMHO.

Re: Mystics gaining more spells

Posted: Thu Mar 03, 2016 10:47 am
by barna10
ShadowLogan wrote:
barna10 wrote:Have you ever seen a mechanic, or worked one up yourself, for Mystics to gain more spells than the ones they gain per level?

This is the scenario I am specifically addressing, what about Mystics that don't level up? Say one becomes a hermit and communes with nature on the top of a mountain for 50 years. He wouldn't gain experience, but he would most likely get wiser and should understand himself, nature, and magic better. Why shouldn't this guy gain more spells during his 50 years?

IMO opinion there needs to be some way for Mystics to acquire spells that doesn't require them to level up.

[EDIT] Hmmm, looking at Born Mystic, "When he is ready to find or make his place by exploring it as an adventurer, the character enters into a meditative trance that lasts six days. At the end of that period, the character intuitively knows how to cast seven specific spells"

Mystic in RUE, "Then, when he is ready to find or make his place in the world. the Mystic enters into six days of meditation. At the end of the sixth day, he somehow knows how to cast eight specific spells."

Then when leveling up, they only gain 2 spells, but maybe this is because they aren't taking the needed time-out to gain more? (Hypothesizing, not asking)

I guess it comes to why can't they simply spend another 6 days and get more spells?

In the 1E Robotech books they had rules for bringing characters from earlier periods (Macross and Southern Cross) forward to the Invid Invasion Era. While it did not increase their level, it did grant them new skills. This would have to be adapted to cover the full range of abilities not present in that setting (like magic/psionics) if you want a low level character, but one who has developed as a result of the long road of time.

For example in adapting the rules, I would look to see how many skills are gained by RT and how many levels it would take for the Mystic in question to acquire those skills as levelling to determine how many "extra" spell/powers might have developed. Or could trade those bonus skills for spell/power.

As to why a mytic can't just medidate longer to get more spells/powers, it might come down to what they experience/know and after the set period begin to go around in circles to the point they can't gain anything more out of it without sufficient experience to alter the cycle IMHO.


Thanks for that reference, that is a great suggestion!

Re: Mystics gaining more spells

Posted: Thu Mar 03, 2016 3:36 pm
by Mouser13
Well their is one source I can think on this. Isn't their a rune dagger that a person is bound/granted immorality in one of the books that is level 80 because of the century boned to the even though it been in the bottom of a treasure hoard.

Common if a person can get xp and levels without a body? Why not a person living off the land and studying nature?

Re: Mystics gaining more spells

Posted: Thu Mar 03, 2016 6:05 pm
by Nekira Sudacne
Mouser13 wrote:Well their is one source I can think on this. Isn't their a rune dagger that a person is bound/granted immorality in one of the books that is level 80 because of the century boned to the even though it been in the bottom of a treasure hoard.

Common if a person can get xp and levels without a body? Why not a person living off the land and studying nature?


You are mistaken. It's a sword (The Eternity Sword) and the guy bound to it is only level 12. Plus the way it's written he was already that high a level before he was bound as he spends the between times hunting down the people who grab the sword in limbo not doing/learning anything.

Re: Mystics gaining more spells

Posted: Thu Mar 03, 2016 6:21 pm
by barna10
Mouser13 wrote:Well their is one source I can think on this. Isn't their a rune dagger that a person is bound/granted immorality in one of the books that is level 80 because of the century boned to the even though it been in the bottom of a treasure hoard.

Common if a person can get xp and levels without a body? Why not a person living off the land and studying nature?


Interesting idea.

Re: Mystics gaining more spells

Posted: Thu Mar 03, 2016 8:15 pm
by eliakon
The NPC in question is one of two (same adventure, but they changed the NPC in the reboot)
In 1st ed Adventures in the Northern Wilderness pg 23 there is Ripley who has spent 600+ years in the forast and is level 150
In 2nd ed Wolfen Empire on page 107 he is referred to only by his Wolfen name of Kchalkch, has been in the forest for 2000+ years and is level 250.

Both of whom show that yes, under the rules if you hang around and meditate long enough you will go up in level.

Re: Mystics gaining more spells

Posted: Thu Mar 03, 2016 10:49 pm
by barna10
eliakon wrote:The NPC in question is one of two (same adventure, but they changed the NPC in the reboot)
In 1st ed Adventures in the Northern Wilderness pg 23 there is Ripley who has spent 600+ years in the forast and is level 150
In 2nd ed Wolfen Empire on page 107 he is referred to only by his Wolfen name of Kchalkch, has been in the forest for 2000+ years and is level 250.

Both of whom show that yes, under the rules if you hang around and meditate long enough you will go up in level.


Nice. Thanks for the reference.

Re: Mystics gaining more spells

Posted: Sun Mar 06, 2016 12:13 am
by Axelmania
We sure meditating is all he does? I would think solo forest survival is very challenging and a good way to rack up XP by constantly using skills and defeating adversaries.

Re: Mystics gaining more spells

Posted: Sun Mar 06, 2016 2:40 am
by eliakon
Axelmania wrote:We sure meditating is all he does? I would think solo forest survival is very challenging and a good way to rack up XP by constantly using skills and defeating adversaries.

Quite sure.
He is physically incapable of doing anything and is stuck in a clearing unable to move (or die) until released (or not) by the PCs

Re: Mystics gaining more spells

Posted: Sun Mar 06, 2016 11:11 am
by barna10
Axelmania wrote:We sure meditating is all he does? I would think solo forest survival is very challenging and a good way to rack up XP by constantly using skills and defeating adversaries.


It's all the text says he does, but no reason it couldn't be more of a walk-a-bout.

Re: Mystics gaining more spells

Posted: Sun Mar 06, 2016 4:48 pm
by drewkitty ~..~
Letting chars level up due to years of meditation is not more spells per level. It is sort of like combining the Ancient Master power cat. with the mystic CC.

Re: Mystics gaining more spells

Posted: Sun Mar 06, 2016 5:02 pm
by eliakon
Drew brings up a point that I don't think I addressed.

Just because the guy meditated to level 250 doesn't mean he gets bonuses.
If he was a mystic he would have 250 levels worth of spells....but that doesn't mean he would get extra spells beyond that (though a GM would be free to grant more if they like)

Re: Mystics gaining more spells

Posted: Sun Mar 06, 2016 5:08 pm
by Killer Cyborg
barna10 wrote:Have you ever seen a mechanic, or worked one up yourself, for Mystics to gain more spells than the ones they gain per level?

This is the scenario I am specifically addressing, what about Mystics that don't level up? Say one becomes a hermit and communes with nature on the top of a mountain for 50 years. He wouldn't gain experience, but he would most likely get wiser and should understand himself, nature, and magic better. Why shouldn't this guy gain more spells during his 50 years?


I'd say that he most certainly would gain some kind of experience points over 50 years.
Remember, you get 25 XP for using a skill.
Technically, he could sit and play the lute or meditate, and slowly level up over time.
Likewise, Quick Thinking and Clever, Useful Ideas give experience points.
There are plenty of non-combat ways to level up while you're chilling on top of a mountain.

IMO opinion there needs to be some way for Mystics to acquire spells that doesn't require them to level up.


I see it as a fairly balanced trade-off, mechanically.
They can't benefit from looted or purchased spell books, but they're also a great way for a mage to still advance in his/her magic even with a stingy or neglectful GM that doesn't hand out spells very often.

[EDIT] Hmmm, looking at Born Mystic, "When he is ready to find or make his place by exploring it as an adventurer, the character enters into a meditative trance that lasts six days. At the end of that period, the character intuitively knows how to cast seven specific spells"

Mystic in RUE, "Then, when he is ready to find or make his place in the world. the Mystic enters into six days of meditation. At the end of the sixth day, he somehow knows how to cast eight specific spells."

Then when leveling up, they only gain 2 spells, but maybe this is because they aren't taking the needed time-out to gain more? (Hypothesizing, not asking)

I guess it comes to why can't they simply spend another 6 days and get more spells?


Because they're not ready to yet. ;)

Re: Mystics gaining more spells

Posted: Sun Mar 06, 2016 5:12 pm
by Killer Cyborg
Mark Hall wrote:I might let a mystic character spend skill selections to learn new spells.

I might, as a GM, also reward mystic characters with bonus spells... insights they have gained into the universe, relevant to certain things they have undergone... perhaps even having mystics quest for some kinds of magical knowledge, as Eelmore did to learn rune magic. Spells would be relatively simple; learning a new type of magic would be far more difficult.


Agreed on both counts.

Re: Mystics gaining more spells

Posted: Sun Mar 06, 2016 6:35 pm
by Axelmania
eliakon wrote:
Axelmania wrote:We sure meditating is all he does? I would think solo forest survival is very challenging and a good way to rack up XP by constantly using skills and defeating adversaries.

Quite sure.
He is physically incapable of doing anything and is stuck in a clearing unable to move (or die) until released (or not) by the PCs


Is he capable of breathing? Maybe he gets XP for doing that because it's so hard for him? Or maybe he is getting XP for overcoming imaginary enemies in his dream pool?

Re: Mystics gaining more spells

Posted: Sun Mar 06, 2016 6:50 pm
by eliakon
Axelmania wrote:
eliakon wrote:
Axelmania wrote:We sure meditating is all he does? I would think solo forest survival is very challenging and a good way to rack up XP by constantly using skills and defeating adversaries.

Quite sure.
He is physically incapable of doing anything and is stuck in a clearing unable to move (or die) until released (or not) by the PCs


Is he capable of breathing? Maybe he gets XP for doing that because it's so hard for him? Or maybe he is getting XP for overcoming imaginary enemies in his dream pool?

So basically you are asking "can he get XP for doing the pure monastic contemplative life instead of for the pure monastic contemplative life"
If all he is doing is sitting there, unmoving thinking about stuff....then that is sort of the exact same as sitting there, unmoving thinking about stuff.
A mystic meditating for a thousand years would be doing the exact same thing which is why we can use him to say "yes, if you sit around for a few centuries and contemplate you will go up in level"....because he has done just that.

Re: Mystics gaining more spells

Posted: Sun Mar 06, 2016 9:51 pm
by Library Ogre
Of course, depending on one's psychic powers, sitting around doing nothing physical for decades might not mean doing nothing... Clairvoyance, Astral Projection, and Commune with Spirits are all basic sensitive powers that could have you stationary yet highly engaged.

(I agree this is beside the point of "How can a mystic of X level have more spells than another mystic of X level", but it's fun enough to babble about).

Oh, hey, I could also see a Mystic with Commune With Spirits taking advantage of a Wizard's Cauldron... couldn't create it themselves, usually, but could maybe take advantage of one that hasn't been properly shut down. Or maybe a witch pact? I could see some of the monster races combining Psi-Mysticism with a witch pact.

Re: Mystics gaining more spells

Posted: Sun Mar 06, 2016 10:53 pm
by eliakon
Mark Hall wrote:Of course, depending on one's psychic powers, sitting around doing nothing physical for decades might not mean doing nothing... Clairvoyance, Astral Projection, and Commune with Spirits are all basic sensitive powers that could have you stationary yet highly engaged.

(I agree this is beside the point of "How can a mystic of X level have more spells than another mystic of X level", but it's fun enough to babble about).

Oh, hey, I could also see a Mystic with Commune With Spirits taking advantage of a Wizard's Cauldron... couldn't create it themselves, usually, but could maybe take advantage of one that hasn't been properly shut down. Or maybe a witch pact? I could see some of the monster races combining Psi-Mysticism with a witch pact.

The last one is tricky. Psi-Mystic's cant be witches. A Mystic might be able to...depending on the witch rules being used. But Psi-Mystics explicitly can not change class.

A Wizard's Cauldron is also explicitly a class feature of the Wizard OCC. It works once to grant spells and only for the maker...then it can serve as a crystal ball. It can not be used by a second person to also gain spells with out a GM changing the rules via Rule Zero

A one off way to gain more spells is to use the Sorcerous Proficiencies from Nightbane. Assuming your GM allows them of course.

Re: Mystics gaining more spells

Posted: Mon Mar 07, 2016 12:16 am
by Killer Cyborg
Axelmania wrote:
eliakon wrote:
Axelmania wrote:We sure meditating is all he does? I would think solo forest survival is very challenging and a good way to rack up XP by constantly using skills and defeating adversaries.

Quite sure.
He is physically incapable of doing anything and is stuck in a clearing unable to move (or die) until released (or not) by the PCs


Is he capable of breathing? Maybe he gets XP for doing that because it's so hard for him? Or maybe he is getting XP for overcoming imaginary enemies in his dream pool?


Most meditation starts with breathing

Re: Mystics gaining more spells

Posted: Mon Mar 07, 2016 1:31 am
by Library Ogre
eliakon wrote:
Mark Hall wrote:Of course, depending on one's psychic powers, sitting around doing nothing physical for decades might not mean doing nothing... Clairvoyance, Astral Projection, and Commune with Spirits are all basic sensitive powers that could have you stationary yet highly engaged.

(I agree this is beside the point of "How can a mystic of X level have more spells than another mystic of X level", but it's fun enough to babble about).

Oh, hey, I could also see a Mystic with Commune With Spirits taking advantage of a Wizard's Cauldron... couldn't create it themselves, usually, but could maybe take advantage of one that hasn't been properly shut down. Or maybe a witch pact? I could see some of the monster races combining Psi-Mysticism with a witch pact.

The last one is tricky. Psi-Mystic's cant be witches. A Mystic might be able to...depending on the witch rules being used. But Psi-Mystics explicitly can not change class.

A Wizard's Cauldron is also explicitly a class feature of the Wizard OCC. It works once to grant spells and only for the maker...then it can serve as a crystal ball. It can not be used by a second person to also gain spells with out a GM changing the rules via Rule Zero

A one off way to gain more spells is to use the Sorcerous Proficiencies from Nightbane. Assuming your GM allows them of course.


A bit of a difference of opinion, here... I don't think one needs to be of the Witch class to accept a witch pact, nor does accepting a witch pact automatically change one to the Witch OCC. The Witch OCC represents someone who has basically nothing going on for them other than their witch abilities... without those abilities, they're pretty much Joe the Peasant. But a wizard or a summoner willing to sell their soul can still get a witch pact, if they like... and demons don't mind folks with a bit of power willing to become witches, because they're a lot more useful. Now, a wizard probably doesn't want the Gift of Magic... he'd rather have a Gift of Power. With bonus PPE to power the spells he knows, rather than some toy magic he doesn't even really learn.

And, really, all of these are about exceeding the rules as written. Rules as written, a mystic gets spells from levelling up, and nothing else.

Re: Mystics gaining more spells

Posted: Mon Mar 07, 2016 3:03 am
by eliakon
Mark Hall wrote:
eliakon wrote:
Mark Hall wrote:Of course, depending on one's psychic powers, sitting around doing nothing physical for decades might not mean doing nothing... Clairvoyance, Astral Projection, and Commune with Spirits are all basic sensitive powers that could have you stationary yet highly engaged.

(I agree this is beside the point of "How can a mystic of X level have more spells than another mystic of X level", but it's fun enough to babble about).

Oh, hey, I could also see a Mystic with Commune With Spirits taking advantage of a Wizard's Cauldron... couldn't create it themselves, usually, but could maybe take advantage of one that hasn't been properly shut down. Or maybe a witch pact? I could see some of the monster races combining Psi-Mysticism with a witch pact.

The last one is tricky. Psi-Mystic's cant be witches. A Mystic might be able to...depending on the witch rules being used. But Psi-Mystics explicitly can not change class.

A Wizard's Cauldron is also explicitly a class feature of the Wizard OCC. It works once to grant spells and only for the maker...then it can serve as a crystal ball. It can not be used by a second person to also gain spells with out a GM changing the rules via Rule Zero

A one off way to gain more spells is to use the Sorcerous Proficiencies from Nightbane. Assuming your GM allows them of course.


A bit of a difference of opinion, here... I don't think one needs to be of the Witch class to accept a witch pact, nor does accepting a witch pact automatically change one to the Witch OCC. The Witch OCC represents someone who has basically nothing going on for them other than their witch abilities... without those abilities, they're pretty much Joe the Peasant. But a wizard or a summoner willing to sell their soul can still get a witch pact, if they like... and demons don't mind folks with a bit of power willing to become witches, because they're a lot more useful. Now, a wizard probably doesn't want the Gift of Magic... he'd rather have a Gift of Power. With bonus PPE to power the spells he knows, rather than some toy magic he doesn't even really learn.

Not according to the rules.
According to the rules only witches get pacts since it is an OCC ability of that OCC.
A GM can make a house rule sure...but until such time as there is an official statement changing things, getting a witch pact with out being a witch is Not A Thing.

Re: Mystics gaining more spells

Posted: Mon Mar 07, 2016 4:01 am
by Axelmania
eliakon wrote:If all he is doing is sitting there, unmoving thinking about stuff....then that is sort of the exact same as sitting there, unmoving thinking about stuff.

Battling enemies in your Dream Pool isn't just sitting there thinking about stuff, you can risk death or insanity that way, it's a challenge. Just because your body is sitting does not mean sitting there is ALL you are doing.

Other examples which come to mind for consideration here would be Transferred Intelligence when your mind goes to inhabit a robot, or Ecto-Travelers from Mindwerks. In both cases their body just sits there and their mind goes out and does stuff in a metal/ectoplasm body. People using astral projection or dreamdance can do exactly the same stuff and still get XP for it.

You don't even need dreamdance to be active in your own dreampool as you sleep though, so you could actually get XP for roleplaying out dreams.

Re: Mystics gaining more spells

Posted: Mon Mar 07, 2016 7:17 am
by barna10
eliakon wrote:The last one is tricky. Psi-Mystic's cant be witches. A Mystic might be able to...depending on the witch rules being used. But Psi-Mystics explicitly can not change class.


Where is this stated, that Psi-Mystics can't change class?

Re: Mystics gaining more spells

Posted: Mon Mar 07, 2016 11:19 am
by Mouser13
Also, I seem to remember that one of the siege on tolkeen books had a training camp. I though it awarded extra spells to complete it. I'm only half remembering and don't have access to the book right now.

Re: Mystics gaining more spells

Posted: Mon Mar 07, 2016 6:16 pm
by eliakon
barna10 wrote:
eliakon wrote:The last one is tricky. Psi-Mystic's cant be witches. A Mystic might be able to...depending on the witch rules being used. But Psi-Mystics explicitly can not change class.


Where is this stated, that Psi-Mystics can't change class?

In the Psi-Mystic PCC.
There are two classes. Mystics and Psi-Mystics.
Psi-Mystics are the name for them in PF, and in there they can not change classes.
Mystics are in Rifts and Nightbane....but the rules for changing classes in those games is....less complete.

Re: Mystics gaining more spells

Posted: Tue Mar 08, 2016 5:45 am
by Axelmania
In 2nd edition each of the individual PCCs all have a note not allowing them to have multiple OCCs. I think the Noble also has a note about them being allowed. None of the other ones comment on it. In first edition I think most of the magic classes talked about the option, not sure if the men-at-arms did though.

Re: Mystics gaining more spells

Posted: Tue Mar 08, 2016 9:56 am
by Mouser13
Axelmania wrote:In 2nd edition each of the individual PCCs all have a note not allowing them to have multiple OCCs. I think the Noble also has a note about them being allowed. None of the other ones comment on it. In first edition I think most of the magic classes talked about the option, not sure if the men-at-arms did though.



THe cutting room floor as the PFRPG rules for multiple OCC.

http://www.palladiumbooks.com/index.php ... Itemid=200