How many spells known for a Peytonian Energy Wizard?
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How many spells known for a Peytonian Energy Wizard?
The Marines SB says 4 for a non-Energy Wizard OCC and added ones on place of OCC Related skills. I cannot find what the OCC gets!
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- ShadowLogan
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Re: How many spells known for a Peytonian Energy Wizard?
Assuming there is no Megaversal Importing or Homebrewing for additional spells...
Honestly I can see 2 options, both end up the same in terms of practical use:
1. like in 1E they would have all the spells on the list (weather they can cast them is another issue)
2. they have all spells their PPE allows them to cast (so if they have 42PPE, they only know spells that cast with 42 or less PPE), gaining new spells at level up that now fall under their new PPE value
The alternative would be to work out either a progression rate (possibly even a fixed starting list) that might take time to get just right.
Honestly I can see 2 options, both end up the same in terms of practical use:
1. like in 1E they would have all the spells on the list (weather they can cast them is another issue)
2. they have all spells their PPE allows them to cast (so if they have 42PPE, they only know spells that cast with 42 or less PPE), gaining new spells at level up that now fall under their new PPE value
The alternative would be to work out either a progression rate (possibly even a fixed starting list) that might take time to get just right.
- Warshield73
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Re: How many spells known for a Peytonian Energy Wizard?
Option 2 is the best and is what I used for my convention character. I just gave the wizard all the spells except firequake as at 160 PPE it really is the only spell that a the average 3rd or 4th level wizard can't cast. Since the wizard is entirely reliant on their internal PPE the base PPE is more than enough of a limit on to maintain balance. Well at least I think so, I only had one player play the wizard and he never used a spell over 20 PPE.ShadowLogan wrote: ↑Mon Oct 14, 2024 7:49 amAssuming there is no Megaversal Importing or Homebrewing for additional spells...
Honestly I can see 2 options, both end up the same in terms of practical use:
1. like in 1E they would have all the spells on the list (weather they can cast them is another issue)
2. they have all spells their PPE allows them to cast (so if they have 42PPE, they only know spells that cast with 42 or less PPE), gaining new spells at level up that now fall under their new PPE value
The alternative would be to work out either a progression rate (possibly even a fixed starting list) that might take time to get just right.
“If I owned Texas and Hell, I would rent out Texas and live in Hell”
- General Philip Henry Sheridan, U.S. Army 1865
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- ShadowLogan
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Re: How many spells known for a Peytonian Energy Wizard?
Well practically speaking there isn't any real difference between the two options I presented. It's more an issue of semantics as #1 will include stuff they can't use potentially, which could save time and debate on the table about why they have access to X, but cannot use it (IINM and IIRC there is at least one instance of this megaversally in Rifts Japan depending on how the dice rolled you could not access certain abilities you'd technically have access to at Level 1).Warshield73 wrote: ↑Tue Oct 15, 2024 3:46 pmOption 2 is the best and is what I used for my convention character. I just gave the wizard all the spells except firequake as at 160 PPE it really is the only spell that a the average 3rd or 4th level wizard can't cast. Since the wizard is entirely reliant on their internal PPE the base PPE is more than enough of a limit on to maintain balance. Well at least I think so, I only had one player play the wizard and he never used a spell over 20 PPE.ShadowLogan wrote: ↑Mon Oct 14, 2024 7:49 amAssuming there is no Megaversal Importing or Homebrewing for additional spells...
Honestly I can see 2 options, both end up the same in terms of practical use:
1. like in 1E they would have all the spells on the list (weather they can cast them is another issue)
2. they have all spells their PPE allows them to cast (so if they have 42PPE, they only know spells that cast with 42 or less PPE), gaining new spells at level up that now fall under their new PPE value
The alternative would be to work out either a progression rate (possibly even a fixed starting list) that might take time to get just right.
- Warshield73
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Re: How many spells known for a Peytonian Energy Wizard?
Exactly, why I said it's the best. All you have to do in this situation is maintain some level of balance (which I discussed in terms of PPE) and avoid needless time sucks at the table and this works well for that. I also like this because it gives the player a sense of choice, they get to decide what spells they use and I didn't make some arbitrary decision for them, especially since this is one of the very few characters in my con games thaat doesn't use a mech of some kind.ShadowLogan wrote: ↑Tue Oct 15, 2024 3:55 pmWell practically speaking there isn't any real difference between the two options I presented. It's more an issue of semantics as #1 will include stuff they can't use potentially, which could save time and debate on the table about why they have access to X, but cannot use it (IINM and IIRC there is at least one instance of this megaversally in Rifts Japan depending on how the dice rolled you could not access certain abilities you'd technically have access to at Level 1).Warshield73 wrote: ↑Tue Oct 15, 2024 3:46 pmOption 2 is the best and is what I used for my convention character. I just gave the wizard all the spells except firequake as at 160 PPE it really is the only spell that a the average 3rd or 4th level wizard can't cast. Since the wizard is entirely reliant on their internal PPE the base PPE is more than enough of a limit on to maintain balance. Well at least I think so, I only had one player play the wizard and he never used a spell over 20 PPE.ShadowLogan wrote: ↑Mon Oct 14, 2024 7:49 amAssuming there is no Megaversal Importing or Homebrewing for additional spells...
Honestly I can see 2 options, both end up the same in terms of practical use:
1. like in 1E they would have all the spells on the list (weather they can cast them is another issue)
2. they have all spells their PPE allows them to cast (so if they have 42PPE, they only know spells that cast with 42 or less PPE), gaining new spells at level up that now fall under their new PPE value
The alternative would be to work out either a progression rate (possibly even a fixed starting list) that might take time to get just right.
“If I owned Texas and Hell, I would rent out Texas and live in Hell”
- General Philip Henry Sheridan, U.S. Army 1865
- General Philip Henry Sheridan, U.S. Army 1865
Re: How many spells known for a Peytonian Energy Wizard?
No importing at this time.ShadowLogan wrote: ↑Mon Oct 14, 2024 7:49 am Assuming there is no Megaversal Importing or Homebrewing for additional spells...
Honestly I can see 2 options, both end up the same in terms of practical use:
1. like in 1E they would have all the spells on the list (weather they can cast them is another issue)
2. they have all spells their PPE allows them to cast (so if they have 42PPE, they only know spells that cast with 42 or less PPE), gaining new spells at level up that now fall under their new PPE value
The alternative would be to work out either a progression rate (possibly even a fixed starting list) that might take time to get just right.
You know, option 2 irked me the first time I read it. But I think I've come around. Energy Wizards are supposed to be a Big Deal. Let them be one. They can get the spells unavailable when their PPE catches up. Random die rolls for each level means there will be some variety to different N/PC's spell lists.
Thanks, all.
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