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Detect Arcana revisited...
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ReaperWolf
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PostPosted: Tue May 07, 2013 10:02 pm    Post subject: Detect Arcana revisited... Reply with quote

While setting up my SWD Fantasy demo, it occurred to me the Detect Arcana needs some work.

As it stands now it's a catch all detect magic type of power but what if it were fluffed up a bit to account for the various divination magics employed by spellcasters in other games?

Powers such as detecting undead, traps, poison, trips & snares, secret doors, along with magic, illusions, etc.

It could be based upon Rank so at Novice you can detect things such as undead, traps, magic and secret doors, at Seasoned and Veteran you can basically fire off a Locate Object type spell and at Legendary rank you acquire the ability to pierce illusions and disguises, see shapeshifters in their true forms, etc.

I'm thinking at the time you cast the power you basically stipulate what you're searching for, spend the Power Points based upon what you're looking for, and roll Spellcasting/Faith/Psionics. If going against another caster this would be an opposed roll but it could just be a simple roll TN 4.

Thoughts?

>>ReaperWolf
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Cryonic
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PostPosted: Wed May 08, 2013 12:04 am    Post subject: Re: Detect Arcana revisited... Reply with quote

ReaperWolf wrote:
While setting up my SWD Fantasy demo, it occurred to me the Detect Arcana needs some work.

As it stands now it's a catch all detect magic type of power but what if it were fluffed up a bit to account for the various divination magics employed by spellcasters in other games?

Powers such as detecting undead, traps, poison, trips & snares, secret doors, along with magic, illusions, etc.

It could be based upon Rank so at Novice you can detect things such as undead, traps, magic and secret doors, at Seasoned and Veteran you can basically fire off a Locate Object type spell and at Legendary rank you acquire the ability to pierce illusions and disguises, see shapeshifters in their true forms, etc.

I'm thinking at the time you cast the power you basically stipulate what you're searching for, spend the Power Points based upon what you're looking for, and roll Spellcasting/Faith/Psionics. If going against another caster this would be an opposed roll but it could just be a simple roll TN 4.

Thoughts?

>>ReaperWolf


Why not just make that a trapping of the Notice skill? Cast Detect Arcane and Notice picks up the rest.
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Kevin
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PostPosted: Wed May 08, 2013 2:35 am    Post subject: Reply with quote

Agreed. Sounds like more of a trapping thing, either the Detect power or the Notice skill.

I do have something in my homebrew fantasy setting where casters who draw on "resonant power" in the environment can detect ripples and such -- sort of a "Force sense/Spidey-sense" thing. But that's a campaign-specific thing, and particular to how that one discipline of magic works. It's something that distinguishes them from the other disciplines.

The range on that does increase with rank (within the same room at Novice, a day's ride on horseback at Legendary), and more DETAILS are available with raises on the Notice roll (for example, elements) ... but I think tying rank to specific "detection types" like you mentioned sounds a little arbitrary.

... unless you can make it fit the story.
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ReaperWolf
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PostPosted: Wed May 08, 2013 3:21 am    Post subject: Re: Detect Arcana revisited... Reply with quote

Cryonic wrote:
ReaperWolf wrote:
While setting up my SWD Fantasy demo, it occurred to me the Detect Arcana needs some work.


Why not just make that a trapping of the Notice skill? Cast Detect Arcane and Notice picks up the rest.


Fair question, the reason being having Novice casters using a minor spell to get rid of all the mysteries in the scenario: spellcasters, shapeshifters, illusions, etc. for only 2 Power Points is vexing.

This same mechanic is used for the Summon power preventing novice casters from summoning a Balrog. Rank based power performance is built into many of the powers but not all. From my perspective, Detect Arcana is just too all-inclusive and yet there's no existing power for detecting mundane stuff such as concealed foes, poison, secret doors, etc. although a case could be made for Boost Trait: Notice with trappings limiting the boost to the aforementioned targets.
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Zadmar
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PostPosted: Wed May 08, 2013 4:13 am    Post subject: Re: Detect Arcana revisited... Reply with quote

ReaperWolf wrote:
Fair question, the reason being having Novice casters using a minor spell to get rid of all the mysteries in the scenario: spellcasters, shapeshifters, illusions, etc. for only 2 Power Points is vexing.

I'm inclined to agree, although making it rank-based wouldn't really overcome the issue, it would just postpone it (as well as limit the possible options at lower ranks).

One option might be to split it into a series of specialised spells - detect magic, detect scrying, detect magical creatures, identify, see invisibility, detect illusions, truesight, read magic, soulsight, arcane vision, etc, along with some additional spells for the Conceal variant.

The player could then pick one or two of the spells when they first take Detect/Conceal Arcana.

This would obviously be a major restriction though, so it could be balanced in a couple of ways:

1) The limited versions could gain additional benefits, such as a massively extended duration, the ability to be cast on allies, a more potent effect, etc.

Or alternatively:

2) The player could learn additional trappings from scrolls and books during the campaign, without needing to purchase the power a second time. Eventually they could learn all of the possible uses of Detect/Conceal Arcana, and they'd only need to purchase the power once to unlock that potential.
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ogbendog
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PostPosted: Wed May 08, 2013 11:40 am    Post subject: Reply with quote

As written, Detect Arcana would detect that something was off about a shapechanged character, or an illusion, etc.

Unless of course you use Conceal Arcana.

What the OP is suggesting is that at higher ranks, it not only detects the Arcane, but removes it, or at least analyzes it, at low ranks "that dude has a spell on him", at higher ranks "that dude is shapechanged"

I don't see that knowing exactly what someone is, is that much more powerful than knowing they have a spell on them. Either way, if you are using Shapechange or illusion a lot, you'll have conceal arcana
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Jounichi
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PostPosted: Wed May 08, 2013 12:29 pm    Post subject: Reply with quote

I second the idea of breaking it up by trappings, but I'd also require that it be a separate power for each trapping.

To use D&D as an analogy...

Arcane Mark is different from Sense Undead, which is different from Trap Sense.
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Kevin
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PostPosted: Wed May 08, 2013 4:50 pm    Post subject: Reply with quote

I think you're comparing apples and oranges.

Regarding the Summon power, the rank divisions represent a matter of degree. The more experienced you are, the more power you control, and the bigger & badder the monster you can summon.

What you're referring to isn't a matter of degree, it's a matter of quality or character. Undead, traps, poison, magic, et cetera don't exist on the same scale as larger or smaller versions of each other; they're all very separate and distinct things.

In other words, the Summon power only summons creatures. It won't summon a bicycle or a slice of pumpkin pie, no matter what your rank is. And that's what it seems you're trying to make Detect Arcana do.



Now, if you were to simply change the trappings of the spell, and replace "Arcana" with something else, possibilities open up:

• Detect Undead—self-explanatory
• Detect Poison—ditto
• Detect Contrivance—any sort of man-made system like traps, hidden doors, panic rooms, speaking tubes hidden in walls, a key under the welcome mat …
• Detect Hazard—any sort of extraordinary physical hazard, natural or man-made. Traps, avalanche zones, sinkholes, and so on.
• Detect Gambit—lies, swindles, staged ploys, etc., INCLUDING disguises and shapechangers.

… and so on, and so on.




As far as this goes:
Quote:
at low ranks "that dude has a spell on him", at higher ranks "that dude is shapechanged"


That's what raises on the roll are for. It's not a matter of your general experience in life, which would cover a LOT of things that have nothing to do with the situation. It's a matter of how well you perform the Detect action at this exact moment. A success provides basic info, and a raise or better gives you details.







.
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I know to some people this is blasphemy, but there is such a thing as too much detail...

Jux wrote:
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quigs
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PostPosted: Wed May 08, 2013 7:08 pm    Post subject: Reply with quote

The Hellfrost Player's Guide from Triple Ace Games already did exactly what the OP is looking for. The gist of it was that the power name was changed to "Conceal / Detect" and when you cast it you simply named what it was you were trying to find or conceal. You could be vague (i.e. magic, gold, undead, elves, etc.) or specific (i.e. bald vampires missing a tooth, baron von smurfalot, etc.). Aside from that and the range being limited to smarts x2 the power remained exactly the same in all other respects.
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Kevin
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PostPosted: Wed May 08, 2013 7:24 pm    Post subject: Reply with quote

When you cast it, or when you took it … following the standard "take the spell twice if you want a second version" rule?
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I know to some people this is blasphemy, but there is such a thing as too much detail...

Jux wrote:
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ValhallaGH
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PostPosted: Wed May 08, 2013 7:40 pm    Post subject: Reply with quote

Funny thing. I have yet to see someone choose Detect / Conceal as a power.

It's a trend that seems relevant to the discussion.
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ReaperWolf
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PostPosted: Wed May 08, 2013 8:53 pm    Post subject: Reply with quote

ValhallaGH wrote:
Funny thing. I have yet to see someone choose Detect / Conceal as a power.

It's a trend that seems relevant to the discussion.


Precisely my point, if it were more useful people would take it but because it's not, they don't and why should they. This is the problem with many of the powers in SW, you basically have only a few and they're very specific to how you want your character to function in-game. I guess you're expected to specialize which completely flies in the face of the generalist wizard you find in other rpgs.

Which leads me to a point and that is Common Arcana, i.e. cantrips/cantraps/orisons/petty magick but I'll make another post so as to not clutter this thread.

Really enjoying all the different perspectives.

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Kevin
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PostPosted: Thu May 09, 2013 2:22 am    Post subject: Reply with quote

ReaperWolf wrote:
… if it were more useful people would take it but because it's not, they don't and why should they.

If you want it to come up more, then as a GM, you can write an adventure or a campaign setting where that's a feature, or give the power to a major NPC to beguile the party with. As a player, you can choose that power yourself, and make it part of your concept.

I think the real problem here is some things in the book just aren't as strikingly fun as other things. But that's expected, it doesn't make them wrong.

Quote:
This is the problem with many of the powers in SW, you basically have only a few and they're very specific to how you want your character to function in-game. I guess you're expected to specialize which completely flies in the face of the generalist wizard you find in other rpgs.


TRAAAAAAAAAPPPIIIIIIIIINNNGS!!!!!!!!one!!

I've never had a problem making obtusely different casters out of similar sets of powers. Including the "generic mage."

(My personal fave, though, was the Swordmage. Shoot a lightning bolt through my sword WHILE rending foes in twain? May I?!)

Quote:
Which leads me to a point and that is Common Arcana, i.e. cantrips/cantraps/orisons/petty magick.


TRAAAAAPPIIIINNGS AAGAAAIIN and a simple houserule regarding "Elemental Manipulation": Instead of choosing one element to control, it gives you access to ALL the elements. You choose the effect when you cast, and all casters get it for free at no PP cost. Bing-bang-boom: Cantrips.

Let's face it, it's kind of a wussy spell anyway.
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Snate56 wrote:
I know to some people this is blasphemy, but there is such a thing as too much detail...

Jux wrote:
Perfection is not when there is nothing more to add, but nothing more to take away.
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Zadmar
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PostPosted: Thu May 09, 2013 6:00 am    Post subject: Reply with quote

ValhallaGH wrote:
Funny thing. I have yet to see someone choose Detect / Conceal as a power.

I think it depends on the setting. The spellcaster in my group took it, it's one of her most frequently used powers.

It should be noted that I use a No Power Points variant, and the setting is primarily investigation/espionage. The player uses the power to detect magical traps, find magic items (for looting) and later identify them, sense if someone is scrying on her, pinpoint invisible targets, etc.

I've made wands of detect magic a fairly common security feature in my setting, but they require close proximity (a bit like those metal detector rods), and glow one of 3 colours to indicate offensive magic, defensive magic, and utility/unknown/other magic. So the Conceal Arcana option also comes in very useful for infiltration missions.
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ValhallaGH
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PostPosted: Thu May 09, 2013 10:13 am    Post subject: Reply with quote

Zadmar wrote:
ValhallaGH wrote:
Funny thing. I have yet to see someone choose Detect / Conceal as a power.

I think it depends on the setting. The spellcaster in my group took it, it's one of her most frequently used powers.

It is a great power. A really great power. The problem is that my players simply don't take it. Probably because it is not as "sexy" as burst or as obviously live-saving as deflection.
Like Streetwise, it will save the party's life by providing the most powerful resource, Information. But, for various reasons my players don't see that.
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quigs
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PostPosted: Thu May 09, 2013 12:08 pm    Post subject: Reply with quote

Kevin wrote:
When you cast it, or when you took it … following the standard "take the spell twice if you want a second version" rule?


When you cast it.
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Clint
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PostPosted: Thu May 09, 2013 12:35 pm    Post subject: Reply with quote

The idea of making a per Rank effect of Detect Arcana is a definitely viable trapping, but really is going to depend on the setting for determination of those effects.

As it stands, the power is pretty much "True Sight" with a short duration, so the easy change would be just to use the same extended duration for Conceal (hours) and limit the effects based on that. Perhaps like...

Novice - Notice ongoing spells, magic item, or effects, but not what they are.
Seasoned - As above, but know what the specific effect is (item powers, etc.)
Veteran - See through illusions, obscure, disguises, invisibility.
Heroic - Sense supernatural creatures, but not what they specifically are.
Legendary - Sense supernatural creatures and know what they are.
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ReaperWolf
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PostPosted: Thu May 09, 2013 8:21 pm    Post subject: Reply with quote

Clint wrote:
The idea of making a per Rank effect of Detect Arcana is a definitely viable trapping, but really is going to depend on the setting for determination of those effects.

As it stands, the power is pretty much "True Sight" with a short duration, so the easy change would be just to use the same extended duration for Conceal (hours) and limit the effects based on that. Perhaps like...

Novice - Notice ongoing spells, magic item, or effects, but not what they are.
Seasoned - As above, but know what the specific effect is (item powers, etc.)
Veteran - See through illusions, obscure, disguises, invisibility.
Heroic - Sense supernatural creatures, but not what they specifically are.
Legendary - Sense supernatural creatures and know what they are.


My thoughts exactly only fold in some of the other mundane divinations such as traps, poison, foes, secret doors, etc. at the novice and seasoned levels. Maybe a +2 on Notice rolls to spot the aforementioned thing or +4 on a raise.

Legendary would penetrate all known fogs, hazes, darkness, etc. Like Clint mentioned, True Seeing in D&D.
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Blogotron
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PostPosted: Thu May 09, 2013 8:38 pm    Post subject: Reply with quote

I think allowing a secret Notice roll with a penalty commensurate with the threat level ( spells, vs polymorphed Demon) would be appropriate. Just make sure that the PC has Notice or else gets a free D4 when casting this power to detect magical auras. As the PC increases in Rank he gains a bonus to offset the next level of magical aura ( Essentially reducing all penalties by a set amount and improving the Novice detection by the same amount).

You could always eliminate the power

Or since the PP cost is so low why not impose a vaguity clause; all answers are clouded thus lacking pin- point clarity but rather working like a spidey sense, thus allowing your scoundrel characters to swing into action and shine while they find the hidden stuff?
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Kevin
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PostPosted: Thu May 09, 2013 10:10 pm    Post subject: Reply with quote

ReaperWolf wrote:
My thoughts exactly only fold in some of the other mundane divinations such as traps, poison, foes, secret doors, etc. at the novice and seasoned levels. Maybe a +2 on Notice rolls to spot the aforementioned thing or +4 on a raise.


If you want to roll all those different types of Detect into one spell, go ahead. It's your game. But I think you should also rename it. "Detect Arcana" seems too watered down.

How about "Detect GM Notes?" Because now you're basically rolling the dice for a chance to peek behind the screen.



This would also completely defeat the purpose of taking the Notice skill. Picking out traps and doors and stuff is EXACTLY what that skill is designed to do—which is why the Thief edge grants a +2 in this regard.

In all seriousness, it seems like the problem you're actually trying to solve is that there's no easy way for players to access this sort of information. Combining it with a spell is an easy fix for an apparent oversight in the game system.

If that's the case, I would consider reviewing how you handle Notice rolls and granting the players information before I would change the spell like you suggest. This spell could completely squelch other players, like thieves and rangers, who may want to use Notice as part of their concept. That stuff is more their bag o' tricks, anyway.



(Here's a middle-ground solution: Keep the spell as written, but allow casters with the Thief edge to use it as you suggest instead. This sort of piggybacks on something that's already in there, expanding the function of the spell without unbalancing it. Sort of the point where two character concepts overlap.)
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Snate56 wrote:
I know to some people this is blasphemy, but there is such a thing as too much detail...

Jux wrote:
Perfection is not when there is nothing more to add, but nothing more to take away.


Last edited by Kevin on Thu May 09, 2013 10:19 pm; edited 2 times in total
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