
For me, the idea of LP spell cost is completely at odds with the idea of caster versatility. The design decision, as I've seen it explained, is that it requires players to weigh the pros and cons of individual spells and means that individual magicians won't be able to pull off everything their Discipline can do over all spells. That's fine, but that ultimately means that magicians are generally NOT versatile - they are essentially buying an extremely expensive knack at each Circle, without which their Talent is actually useless. Again, going back to the premise of this thread, unless we assume that player spell acquisition lags advancement as a general rule, which would allow them to buy more spells (versatility) without being unduly slowed in advancement (which I'd still love to hear people with experience on the topic weigh in on).Telarus wrote:Ok, this is all just my opinion, but it is based on experience with the world since 1e.The Undying wrote:I've been thinking back to the comments Panda made when I asked him about Spliced Weave. The general impression I'm kind of left with is that there's an expectation that magician spell purchasing lags their Circle advancement.
"This is not a bug, it's a feature." This mirrors the different advancement rates in AD&D/old-school D&D, and serves to balance the caster's versatility moment-to-moment to the other classes. At least this was the general impression given since 1e. Magicians spent LP on more things than the other "focused" Disciplines, but hey, at least you're not chewing through your Toughness Steps to make enchantments permanent, eh? (Enchanting in the old-school games costs a point of Constitution to cast "Permanence"I much prefer Blood Magic Damage....)
I don't think this is exclusive to a "gotta catch them all" type. Again, going back to the premise, if magicians only by "cheap" spells so they aren't overly diminishing their rate of advancement, that does not mean they are going to buy every single one. They can still buy a single "cheap" spells.Telarus wrote:Only for completionist "gotta catch them all" types. The other spellcasters realize they are unique in that they can advance their power vertically (improve talent ranks, attempt initiation into the next Circle), _or_ grow their base of influence wider (acquire more spells). Past circle 5 things get WEIRD anyway, what with Spirits and all. Any Journeyman Elementalist or Nethermancer worth their salt is going to have at least one contingency contract setup with their favorite sentient blob of astral space to come to their aid if shit really goes down. How do we measure how much LP that is worth?The Undying wrote:Like so many things, as players advance, they accumulate LP faster, making lower-Rank items effectively "cheap." Meanwhile, the cost of buying at-Rank stuff ("Spells"? -Tel) is kind of prohibitively expensive in that it makes a fairly large impact in LP which could otherwise be spent towards advancement.
Summoning also got a significant kick in the pants with ED4. Half an hour summoning action for what is likely a one hour effect means you have to know things are about to go down or otherwise going into a situation where you could use them; otherwise, the ability is useless because it won't be there when you need them. I'm not really sure what you mean by the "contingency contract" either: spirits generally don't like being summoned, repeated summons have higher difficulty, Named spirits are generally very powerful (and not really accessible until maybe Master tier Adepts), and unless I've missed it in RAW, you've grafted on some additional system to allow a "contingency summon" on short order. Really, quick access to power via summoning seems to have been relegated to bound spirits (with the related Knacks to come in the Companion), which is well and good as long as the players are okay with imprisoning spirits generally against their will.
I have to disagree with the statement about knowing a spell at Circle is what makes an Adept a member of that Circle. RAW Journeyman (maybe Novice, don't have rules on me) say that an Adept must demonstrate a spell of the new Circle. Demonstration only requires access to the spell, which can be done via someone else's grimoire (or a written spell), it does not require casting it from a matrix or "knowing" it. Requiring that a magician purchase a spell at the new Circle to advance is really just unfair to a player: it guarantees that they will advance more slowly than their companions, robs them of their choice on how to use their character, and could actually force them to get a spell they simply don't want. Furthermore, Panda (and maybe Mataxe) have made statements says they expressly wanted to make Talents more important to magicians, so in that mindset, I think that like all other Disciplines simply providing at-Circle mastery of Discipline Talents is sufficient.Telarus wrote:This is a fair analysis. But again, I'd want to stress the idea that simply knowing a _single_ spell of your current circle (and having the talent ranks required to matrix cast it) is what makes you a spellcasting adept of that circle. There is an up-front cost - you have dedicated 4 of your starting talents, and maybe a few more later, to your main "trick". This being "see where it says 'Spell Matrix' on my character sheet? I can make that into any of these other 'effect powers' at will." Even Shadowrun deckers would be jealous of that kind of hot-swap-able plug-and-play shtick.The Undying wrote:From this perspective, lets assume that magicians are more likely to pick up spells say three Circles below their actual Circle. Lets also assume that a magician has 7 Perception and Threadweaving Rank equal to their Circle. Given that, if a Circle 4 magician is picking up Circle 1 spells, and these spells are effectively their primary Spellcasting repertoire, then they should be pulling off two Threadweaving test successes per turn (Threadweaving Step 11 [ 7 + 4 ] versus Weaving Difficult 5 [ 4 + 1 ]).
It sounds like you're kind of mixing things up. In ED4, spells can no longer exist in an Adept's grimoire unless they are known. The act of tanscribing the spell into the grimoire is the final step in learning a spell, and learning a spell requires LP in the current system. Right now, RAW, there's no way for a magician to slow-cast spells they don't "know" unless they have someone else's grimoire. This is why I'd pitched the idea of a "grimoire but not a grimoire" item in a different thread - restore the ability of Adepts to have slow-cast access to spells they don't "know," especially since many spells never really need to be "known" (spells like Thrive never really benefit from being "known" - they'll never be cast in combat, they'll only be placed into a matrix for the moment they're need and then immediately swapped out, it really only comes into play rarely, etc, etc).Telarus wrote:I agree that the tutor initiating the student into the next circle should offer to teach them a spell of that circle which they know. I won't drop the LP costs in my game, but this related to how the metaphysics of magic, spells, and patterns are presented in the world. (I fully realize that those only exposed to the 4E material lack the context of the earlier books and novels).The Undying wrote:This post is really just meant to pull together two ideas. First, I'm curious if other people see this trend at their tables, especially if players aren't granted a free spell at advancement. Second, since I talk a lot about the Threadweaving tax, I'm curious if people thing that 2 successes per turn is "good enough" if this is the likely pattern of spell use.
Here's my summary: The act of inscribing a new spell of your discipline into your grimoire (a personal pattern item) causes a change in _your_ pattern, weaving the pattern of the spell into your own. To make this pattern-magic change permanent requires expending Legend Points. Once this is done, the spell pattern is locked into your own (and this is the reason you can use your body as a RAW magic filter). At this point, you do _not_ need to reference your grimoire in order to cast the spell or to swap it into a spell matrix (weaving a copy of the one you know so well because it is a part of you). Having the grimoire on hand may make it easier if you're a Wizard (this has been greatly highlighted in 4E), but you strictly don't need it to cast once you've spent the LP to lock the spell pattern into yours.