Post:Teleologic Corruption - 12/16/2012 - 23:08

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Re: Teleologic Corruption · on 12/16/2012 11:08 PM CST 1132
>>You have pretty much guaranteed I will never cast a Teleologic spell.

And that's the whole point. Teleologic Sorcery is Bad Juju and right now there's basically no reason not to dabble in it. Deciding to take that plunge should be a real choice, and now it will be.

>>SOD

I'm going to take a moment touch on the whole "SOD is a super narrow anti-MM spell etc" that has come up in several places. A big push in 3.0 was to make spells that mechanically had a clear definition which would be used to define a slot cost, rather then just strapping more and more things onto a spell that "made flavor sense" (Which is how we ended up with so many very complex and disjointed spells in 2.1). This is a good thing for the game.

SOD and TV don't follow that guideline (To a lesser degree the entire Telelogic Sorcery book doesn't, but these two are the new ones and are more blatant about it) - if you follow MtG you've likely heard of "top down" design, and if you haven't it's basically where they put flavor first and then mechanically design a card to fit that flavor. For more details see:

http://www.wizards.com/MagiC/Magazine/Article.aspx?x=mtgcom/daily/mr75

SOD and TV are both spells that were "top down" designs, Tezirah's Veil is "What happens if you dramatically increase someone's connection to the Plane of Probability" and Sovereign Destiny is "What happens if you sever someone's connection to the Plane of Probability".

>>How do you know that other guild sorceries won't have such drawbacks? IIRC they haven't even touched the War Mage or Cleric Sorceries.

I was actually asked to make the system more generic so we could apply similar things to Warrior Mage and Cleric High Sorcery when the time comes. Will we? I don't know, ultimately it's not my decision, but it's certainly something that's being discussed.

>>What Raesh is pushing in is that there will always be a taint. I can deal with a timer if I am going to cast a spell, but I refuse to have a visible "aura" after the time has run out (no matter how slight)

I currently have no plans to make the taint visible to anyone but you. You'll know it's there, but others will still only know if you have an active TS spell on you as they do now.

>>3.0 removes the "scar" aspect of it. And many empaths will intentionally get shock to fight in combat. Once they recover, there are no lasting "remnants"

Wrong. You can still get a shock scar in 3.0, you just don't get it for the most minor levels of shock (Specifically trying to heal necromancers and the like, which is something you can do on accident).

>>In the end, if it can be worked down to a negligible but ever present "scar" its not a bad thing. If its ever present, noticeable even at the lowest I won't be using it.

At the trace level ("I cast this TS spell one time at band camp..." or even "I cast a TS spell every week or so") while there is technically a mechanical penalty, it's mostly cosmetic at that point. Which is entirely by design.

And for the record, I'm pleased some people don't like this. That's entirely the point - Teleologic Sorcery is suppose to be disturbing. To use another MtG comparison, I view it as sort of like the Infect mechanic - the fact that you can never ever get rid of it doesn't have that large of a game play impact, but makes the entire thing seem far more threatening to the players.

-Raesh

This message was originally posted in The Moon Mages \ Responses to GM/Official Announcements, by DR-RAESH on the play.net forums.