Permanency [Archive] - Wizards Community

Post/Author/DateTimePost
JamesMaissen

02-09-07, 02:41 AM
One of the goals of the campaign is to be close to the core rules. And that's laudable.

Why remove permanency then?

1. Bookkeeping? This shouldn't be a compelling reason considering the amount that we already commit outselves to. It wouldn't effect most people at all in fact. By the time it would require something more to be tracked the simple amount of ARs would make it's inclusion negligible.

2. Power? It's part of the core rules. One would hope that they are indeed balanced.

3. The nature of a living campaign? This could see some alteration to how it is applied (costing gold instead of xp, done only by hired NPC caster, whatever) but shouldn't mandate that it not be included.

As it is people attempt to mitigate this with skewed builds. At higher levels things like this should be part of the campaign as much as teleport, divination and other problematic higher level powers of PCs.

-James
King Kashue

02-09-07, 04:08 AM
It's been removed in at least the last two iterations of the LGCS and, if I'm not mistaken, it has never been part of the campaign. It's not "being removed", it was removed...seven years ago...
heirodule

02-09-07, 08:02 AM
It means you can never make a Carpet of Flying though, and another unerrated item or two. IIRC
Piuro

02-09-07, 03:15 PM
Permanency would fit well, its easy enough to keep track of. I mean, if it was really that hard to control, they should never allow items that cost more than your starting gold. Powerful characters feel too weak in LG, and this would make things more flavorful and fun.
Alpha_Nerd

02-09-07, 03:20 PM
Make a section on the MIL that is Applied Permanent spells. You put what AR you applied it on so they can check your correct exp adjustment, and when it gets dispelled the judge makes sure you mark it under the gone ar box. You would have to make it only personal to work though.
ZX670

02-09-07, 03:22 PM
I'm glad it's not in, personally.
JamesMaissen

02-09-07, 05:48 PM
It's been removed in at least the last two iterations of the LGCS and, if I'm not mistaken, it has never been part of the campaign. It's not "being removed", it was removed...seven years ago...

It was removed from the game initially.

It, however, is a core rule and part of the system. Certain effects should, for a cost, be available all the time. It's not being in the game distorts the game.

The question on anything core that is not in the game should be periodically checked to see if it could be reincluded.

When the rule was removed LG was a low level campaign using certs and adventure logs.

Now we have a page for each AR and have to page through them for favors and curses. Likewise we have MIL sheets to help keep track of our gear, extra ARs for metaorgs or certain modules, and MIC sheets for crafting.

Tracking permanent effects wouldn't be hard to include. Whether it should be a MIL like form that would include curses is another question.

-James
LachlarlanIII

02-09-07, 05:53 PM
Why remove permanency then?
-James

Because if we had it, so would the enemies... In greater frequency... And without any time or xp investment...

Do you want that?
ZX670

02-09-07, 05:57 PM
A good reason, and probably the reason, as to why it's not in, is that if it followed current rules of LG, it would make Wizards and Sorcerers with this spell unbalanced. This is because just like a person with an item crafting feat can't craft something for someone else, they wouldn't be able to make anything permanent for anyone else either. Since this would make this spell usable by only wizards and sorcerers on only themselves and their equipment, one can easily see why it would be completely unbalanced.

I mean, at 11th level, every Sorcerer and Wizard would have permanent Arcane sight, Comprehend languages, Darkvision, Detect magic, Read magic, See invisibility and Tongues.