Hi all, again on this topic, since i am studying it again and more precisely this time.
are these interpretations correct ?:
- the symbolic item is a minor pattern item, so by rules it can hold only 1 thread at max rank 5
- but since the group pattern thread limit is enhanced (5 threads) it means that i can boost up to 5 abilities by 5 ranks
(assuming i am threading 5 threads on that group pattern
- the "5" limit is based on both the ranks and threads, the item because hold up to 5 ranks and the group pattern allowing 5 threads.
- does the symbolic item counts as "pattern item" for the limit purposes of the "number of pattern items linked to a true pattern" of the namegiver that is creating it or is a pattern item for the group pattern and not the character ?
- it's possible for a group pattern to have major pattern items tied to it ? (or core pattern items ?)
group patterns
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arma
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Re: group patterns
1) Yup.
2) for the group
3) not by rules as written*
*but if it serves the story or allows you to make something cool of it, go for it... it's just working differently than normal pattern items, so you'd have to come up with what it does and how it works... the simplest solution being "this can now go up to Rank 7" or "can now have 7 threads" or some combination thereof
The number 5 is both a strength and a weakness of the GTP rules in a long-running item-heavy campaign. You need 5 Ranks in Threadweaving for the GTP, so say you're a Seventh Circle adept, and you got two threaded items and a GTP, you're maxed out in number of threads. But it isn't too powerful, because the GTP "only" gives you +5 if you maxed out the rank. The power is in that you can choose what gets the bonus, and that it's in one big chunk of +5.
Once you get into the Warden or Master levels, IF the GM keeps handing out items, the +5 become more and more worthless. You still have the power of choice and the big chunk of bonus, but that may become relative depending on what other items you get.
So, this requires careful planning by the GM. Mostly, not making the main advantages moot by having lots of items that give out similarly huge bonuses.
2) for the group
3) not by rules as written*
*but if it serves the story or allows you to make something cool of it, go for it... it's just working differently than normal pattern items, so you'd have to come up with what it does and how it works... the simplest solution being "this can now go up to Rank 7" or "can now have 7 threads" or some combination thereof
The number 5 is both a strength and a weakness of the GTP rules in a long-running item-heavy campaign. You need 5 Ranks in Threadweaving for the GTP, so say you're a Seventh Circle adept, and you got two threaded items and a GTP, you're maxed out in number of threads. But it isn't too powerful, because the GTP "only" gives you +5 if you maxed out the rank. The power is in that you can choose what gets the bonus, and that it's in one big chunk of +5.
Once you get into the Warden or Master levels, IF the GM keeps handing out items, the +5 become more and more worthless. You still have the power of choice and the big chunk of bonus, but that may become relative depending on what other items you get.
So, this requires careful planning by the GM. Mostly, not making the main advantages moot by having lots of items that give out similarly huge bonuses.
Best kaer anywhere.
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galafrone
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Re: group patterns
yeah i agree. in effect the 3 defenses and the wound threshold can be the ones that the gm can work with
if the GM dont dishes out items that enhance those 4 abilities, the group pattern can be very powerful
it's really a game where the GM needs to be aware of what he gives out, in terms of pre-planning items and on what he can allow the player to work with.
for example i the group i play with (where i am a player) i have an elf warrior that has already done a blood pact with his brother (another player) and has a very high DEX.
so at the moment, with 21 dex (increasable to 23) i have 11 PhiDef + 1 (2nd circle warrior) = 12 phidef.
i am 3rd circle at the moment, but very near to the 4th.
so if i play hardcore, i can reach 4, get thread weaving up to 5 and then pump my phidef up to 17.
that can cause great problems in terms of management of the combats for my gm, since i can be basically unhittable by "regular" critters.
and that will be a problem for those players that are floating around 10 phi def if they dont do the same.
thanks arma for the clarifications anyway
if the GM dont dishes out items that enhance those 4 abilities, the group pattern can be very powerful
it's really a game where the GM needs to be aware of what he gives out, in terms of pre-planning items and on what he can allow the player to work with.
for example i the group i play with (where i am a player) i have an elf warrior that has already done a blood pact with his brother (another player) and has a very high DEX.
so at the moment, with 21 dex (increasable to 23) i have 11 PhiDef + 1 (2nd circle warrior) = 12 phidef.
i am 3rd circle at the moment, but very near to the 4th.
so if i play hardcore, i can reach 4, get thread weaving up to 5 and then pump my phidef up to 17.
that can cause great problems in terms of management of the combats for my gm, since i can be basically unhittable by "regular" critters.
and that will be a problem for those players that are floating around 10 phi def if they dont do the same.
thanks arma for the clarifications anyway
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