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SunJester68 Novice
Joined: 02 Jul 2010 Posts: 33
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Posted: Tue Dec 04, 2012 7:01 am Post subject: [Hellfrost] Detect / Conceal and Instant Duration |
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The errata that I downloaded for Hellfrost from the website has the following statement in red.
| Quote: | | Errata: The detect power now has an Instant duration. This is not technically errata but a revision of how the spell functions. |
What does this mean? If I read into this what I would think that it should mean, then the detect spell completely changes from the write up in the Hellfrost Players Guide. Now, instead of putting up a Detect Traps spell and maintaining it and have it alert the user whenever a trap comes into range, the caster would have to cast the spell to instantly scan an area for traps and then cast it again if they needed to do that in another location. Is that what was intended by the errata? |
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Wiggy Legendary

Joined: 03 Sep 2003 Posts: 5597 Location: TAG me. I dare you!
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Posted: Tue Dec 04, 2012 10:37 am Post subject: |
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Red is just used to show the latest updates, so folk can see any revisions or additions. Yep -- a single casting gives you a snapshot, rather than a "walk around and detect every trap that comes into range" ability. Conceal is unchanged. _________________ Wiggy
Creative Director Triple Ace Games
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SunJester68 Novice
Joined: 02 Jul 2010 Posts: 33
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Posted: Tue Dec 04, 2012 12:11 pm Post subject: |
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Wiggy,
Thanks much for the response. I am GMing the game, so I guess I should be thankful for the change, but I was also helping one of my novice characters make a Paladin of Nauthiz for my game and Detect seemed an obvious choice. I guess a good measure of whether the nerf was warranted, however, is that even with the change, I still think that it is the spell that he should get in addition to Boost.
The GM in me rejoices that traps are once again something to be feared. The player in me weeps that the spell is a less awesome than it used to be. |
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Thunderforge Veteran
Joined: 24 Sep 2009 Posts: 927
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Posted: Tue Dec 04, 2012 10:04 pm Post subject: |
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As a trap-detection power, I can totally see how it ought to be instant. As a "you walk through the tunnels for twenty minutes and then sense there's something magical on the other side of this rock wall," I think it's much better as a duration power. Guess it depends on what sort of scenario it's used for. The way it is is better for the Mines of Moria (where an hour duration isn't nearly enough time to get through it), the Hellfrost way is better for your average D&D dungeon. _________________ Wild Card Creator: Any PDF. Any Setting. No Extra Cost.
The Elder Scrolls conversion and other fun creations. |
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Enno Veteran

Joined: 29 May 2006 Posts: 525 Location: Ulm, Germany
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Posted: Wed Dec 05, 2012 3:23 pm Post subject: |
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When my players finally entered the Lost Library in the ruined City of Paraxus (Hellfrost Adventure S2), the old maintained Detect spell proved to be a real fun killer.
The characters just kindly asked their employer to drop all supportive spells and cast Detect Traps, Detect Magic, Detect Hostile Creatures expanded on anyone on all party members. The Hoenir paladin just had to stand in the doorway for the spell to work in the whole room while the magically boosted and protected player characters explored all corners without any ruffle or excitement. So they "saw" all traps, treasures and the boss monster in just a few rounds with 100% accuracy.
Until this rule change, Detect destroyed any glint of a thrilling dungeon romp for me and my group. _________________ There are 10 types of people in the world: Those who know binary and those who don't. |
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