| Post/Author/DateTime | Post |
|---|---|
| Maesto02-05-08, 01:01 AM | Recently noted that the latest LGCS doesn't specify that permanent duration spells don't carry over into subsequent modules. Does this mean that spells like the various Pact spells, Bestow Curse, Geas (Lesser), Mark of Justice, and most importantly, Continual Flame can now last between modules? *likes the idea of being able to cont-flame items as he wishes, knowing that they'll actually last! ;-)* |
| _metz_02-05-08, 01:32 AM | Recently noted that the latest LGCS doesn't specify that permanent duration spells don't carry over into subsequent modules. Does this mean that spells like the various Pact spells, Bestow Curse, Geas (Lesser), Mark of Justice, and most importantly, Continual Flame can now last between modules? *likes the idea of being able to cont-flame items as he wishes, knowing that they'll actually last! ;-)* It seems to be that harmful stuff does. Beneficial stuff doesn't. (bit mean imo) |
| JohnduBois02-05-08, 08:05 AM | It seems to be that harmful stuff does. Beneficial stuff doesn't. (bit mean imo) In Furyondy, we've been putting everything meant to last past the adventure (more good than bad, thank you very much) on the AR, so that there's no question about it if the LGCS changes or anything like that. |
| Timlagor02-05-08, 08:45 AM | Given that no one seems to have noticed that absence I'd say that the old rule is still in force at most games. I believe that Everburning Torches can be sold back for the cost of creating them so all you'd lose would be a spell slot. |
| Jay_Ibero_91102-05-08, 12:07 PM | Given that no one seems to have noticed that absence I'd say that the old rule is still in force at most games. I believe that Everburning Torches can be sold back for the cost of creating them so all you'd lose would be a spell slot. I'm suprised the removal of that LGCS clause wasn't noticed sooner... |
| Howie2302-05-08, 12:30 PM | I'm suprised the removal of that LGCS clause wasn't noticed sooner... Given the way that text removal was handled for 7.0/7.5, I'm not. There have been a number of these quiet changes. I still find DMs who don't know about crafting changes such as the lack of CL prerequisites and the one spell to a scroll houserule. It isn't clear whether the intent is that the prohibition on spells carrying over was intended to end, or whether it is something that is presumed to be understood via the lack of a method for communicating such things. The existing documentation doesn't have a clear way to track non-AR beneficial effects that would otherwise carry over. If your point is something along the lines of, "With the number of people who read this thing, you'd expect someone to have found it," then point taken. David |
| KarmaInferno02-11-08, 12:32 AM | The existing documentation doesn't have a clear way to track non-AR beneficial effects that would otherwise carry over. Heh. Adventure Records have also never had a convenient spot to list your classes and levels either, yet that rule has been in the LGCS for years. Not that a huge number of folks I've met even knew you were supposed to do that. -karma |
| TWG_Prometheus02-11-08, 04:55 PM | I've made my own variation on the rule for listing your classes since actually writing each one of them down for some characters is inane. I write the name of the class I'm taking a level in and which level in that class next to the 'level up' check box when I actually gain a level. That way, the entire progression can be documented, and I can ignore the silly suggestion that I should write Paladin/Sorcerer/Spellsword/Ruathar/Eldritch Knight next to my character's name on every AR. |
| RanielK02-12-08, 11:28 AM | I've always been annoyed at the judges who will write on your play notes "bad permanent effect X happened, cannot be removed until Y thing happens." Yet these same judges refuse to do the same for positive effects. You can get perma screwed any day of the week, but lord forbid you use that LG open spell in the manner it was intended. I've always been of the mind if I got feebleminded and you want that to stick around after the mod, either you need a checkbox that says Feebleminded somewhere between Died and level drained or you need a place for permanent effects to be listed. Now this is seperate from the AR items. Not every AR item needs to be permanent. There are consequences for our actions. My sorcere is possessed by a demon cause of a choice he made. But if random NPC X got lucky and stuck say Blindness/Deafness and both the table and the mod don't have some allowance for having it removed, hey presto! it is gone because perma-effects don't last past the end of the mod. |