Unsolved Ohm Gems and other Gem Magics
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@halfgiant said in Ohm Gems and other Gem Magics:
Rechargeable I believe we all started with.
Yes, everyone started with a rechargeable Big Ohm.
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Regenable Big Ohm = 25 Blood (Heals 500 refills takes 3 SP)
Twinned Regenable Big Ohm = 45 Blood (Heals 1000 refills takes 4 SP)
Magnafied Twinned Regenable Big Ohm = 75 Blood (Heals 3000 refills take 8 SP) -
Autonomic Ohm Gems
Mega Ohm Gems -
Let’s hash out the actions in the other thread for now. But I am assuming that tapping a Gem (cubed or not) is a Free Action (see other thread) if the gem effect is target Self.
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@daermadm said in Ohm Gems and other Gem Magics:
if the gem effect is target Self.
To expound on this, tapping a gem is a free action if there is no need to think about anything with the gem activation.
Not an exhaustive list.
This means gems with these effects- healing yourself with a Big Ohm.
- initiating something like PMR
Or with these Manipulations:
- Armor
- Shield (but you cannot decide which 90 degree arc it protects.
- Dome
- Sphere
Or these manipulations, assuming the gem is set to itself or bearer as the target/center
- Burst
- Blast
- Aura
- Resist
- Protection From
- Immunity To
Activating a gem that would be a Free action as defined above, but on another person instead of yourself, would be a swift action.
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@daermadm said in Ohm Gems and other Gem Magics:
tapping a gem is a free action if there is no need to think about anything with the gem activation.
So not to beat this horse, but in the other thread Free Action was defined as
“For each Core action ( 4 of them, 5 if you happen to have a bonus action ) you have the ability to handle a single free action.”
So assuming i have 5 (including bonus) actions, i have 5 free actions (one core per)…so my assumption is we are limited by the number of big ohms we can activate based upon the number of free actions we have?
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@halfgiant said in Ohm Gems and other Gem Magics:
so my assumption is we are limited by the number of big ohms we can activate based upon the number of free actions we have?
As I said in the other thread:
@daermadm said in Combat Actions format:Ohm gems will have to be an exception to the rules if we continue to allow them to be played as they have been.
This discussion about gems and activation action is only important because we are going to be having more gem types actively used it seems. Had @dwarf not brought out the cubed PMR gem on Saturday, this would not have come up like this.
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@halfgiant said in Ohm Gems and other Gem Magics:
So assuming i have 5 (including bonus) actions, i have 5 free actions (one core per)…
Correct.
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@halfgiant said in Ohm Gems and other Gem Magics:
so my assumption is we are limited by the number of big ohms we can activate based upon the number of free actions we have?
So yes, if we apply this gem activation rule across all gems, then, yes you would have a max of 4 (or 5) free actions to activate a gem.
But the biggest change is that it will be impossible to activate more than a single gem in the case where it is no longer your turn. As the only core action that happens outside of your turn is the immediate action with its associated free action.
That said, a twinned regenerable big ohm negates that worry, for most people, in most cases, if you always save that one for your immediate action.
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Based on the conjecture in the other thread…
@daermadm said in Combat Actions format:
Immediate Action + Free Action = 3 Free Action
This means you could still tap 3 gems as your immediate reaction to being hit.
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@daermadm said in Ohm Gems and other Gem Magics:
Based on the conjecture in the other thread…
@daermadm said in Combat Actions format:
Immediate Action + Free Action = 3 Free Action
This means you could still tap 3 gems as your immediate reaction to being hit.
Hmm…admittedly, i should have read both threads first before i posted in the other thread…since they seem to be intertwined with big ohms as a example.
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@halfgiant said in Ohm Gems and other Gem Magics:
Autonomic Ohm Gems
Mega Ohm Gemswell a MEGA-ohm gem would getcha around 50,000 HP per flash… so unless you’re a class 17 dragon or type 12 demon, i’m not thinkin’ ya need one yet
the new gems are :
Auto-flash regennable big ohms (still 500 hp max, but auto-triggers when owners HP dips under 0.)
twinned regennable big ohms (1000 hp max, 10th lvl efx, 4 pp to refill)
magnified 2x twinned regennable (2000 hp max, 16th lvl, 6 pp to refill)
magnified 3x twinned regennable (3000 hp max, 22nd lvl, 8 pp to refill)
magnified 4x twinned regennable (4000 hp max, 28th lvl, 10 pp to refill)
magnified 5x twinned regennable (5000 hp max, 34th lvl, 12 pp to refill)and then the cubed versions, so everyone doesn’t hafta walk around with 21 of the ruddy old ones like Dregs has been doing in his PIMP suit
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@dwarf said in Ohm Gems and other Gem Magics:
Auto-flash regennable big ohms (still 500 hp max, but auto-triggers when owners HP dips under 0.)
These do not exist in the Manaverse at this time. They will, just not yet.
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@dwarf said in Ohm Gems and other Gem Magics:
Auto-flash regennable big ohms (still 500 hp max, but auto-triggers when owners HP dips under 0.)
Okay, since @halfgiant posted the source concept for this trigger over in his
Kargin’s Crafting Corner of GM Fucking post.That ring is a 3.5 item. It is only designed to heal you 9 times, not infinitely. Adding infinity power to an item like this via cubes changes the power scope. That means it changes costing. Cubes are cheap and generally easy to refill.
A very long time ago, we came up with 500 as some type of reasonable number from the unlimited 2e version of Heal. Sticking with 2e spell types, a 2e Limited Wish has an aging component.
Heal in 3.5 is max 150HP not max 500HP as we have long played Ohm Gems. Limited Wish in 3.5 cannot replicate a 6th level spell from the cleric branch.
Now, in item creation, I get that the Limited Wish is not the power for the healing. That is the point of having Heal itself also as a requirement for the item creation process. In this case the Limited Wish is more along the lines of the triggering component and the fact that is works 9 times instead of 1.
But infinitely powering a Limited Wish + Heal with a 6th level cube charge just does not work for me.
If we implement cubed gems, I have no issues with it being a 6th level cube for a normal Big Ohm. This does throw regenerable out as a concept though. The entire point of that line was to make refills easier and cheaper.
But what level cube would a triggered Big Ohm use? Where where is the balance, that is what we need to determine.
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@dwarf said in Ohm Gems and other Gem Magics:
Auto-flash regennable big ohms (still 500 hp max, but auto-triggers when owners HP dips under 0.)
I would also rule that it is pretty impossible to benefit form more than one on your person. Sure if you had 2, they would both trigger. But 2x 500HP simultaneously is still 500 HP.
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One other thing to note about Big Ohm’s, that I am not sure how easy it is to bring into play, but make logical sense based on how we play things most of the time.
You take a massive (set of) hit(s) and go to say -2000. If you have 3 gems, you heal to -500 and still potentially die.
Am I correct in my understanding of how everyone is playing these?
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@daermadm said in Ohm Gems and other Gem Magics:
Am I correct in my understanding of how everyone is playing these?
Yes, that maps to my understanding. One consideration i had is a 10E fighter goes into combat, and usually, the first thing he does is an adrenalin surge (swift action), which grants the following:
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Adrenaline Surge I - HP Capacitor: Temporary double HP
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Adrenaline Surge II - Body Mastery: This grants him a temporary bonus of +6 to str and con (with corresponding HP boost) and an extra action each round. the surge fades after 6 rounds, leaving him shaky but wide awake.
That hp buffer will prompt 10E fighters to want strong big ohms to take advantage of the hp buffer. Rorek is there now, I think he has north of 600 hp, so he is now looking at 1200 hp so while surged he is past the twinned big ohm (at least if he wants to fill the buffer)
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@halfgiant said in Ohm Gems and other Gem Magics:
That hp buffer will prompt 10E fighters to want strong big ohms to take advantage of the hp buffer.
That is up to the player to source better healing items. Granted said better healing items just came into playable existence 2 weeks ago.
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@daermadm said in Ohm Gems and other Gem Magics:
Am I correct in my understanding of how everyone is playing these?
@halfgiant said in Ohm Gems and other Gem Magics:
Yes, that maps to my understanding.
Okay, then that means I will bring it up next game, for live discussion.
We will implement cube activation as a free action
You get one free action per standard action and the trade down as specified in the action thread.Thus the most you can can trigger on being hit (aka not on your turn) is 3 by trading in your immediate action for 2 more free actions.
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@halfgiant said in Ohm Gems and other Gem Magics:
Rechargeable (Big Ohm - Heal) - 6 spell points per refill, Cost: 5000gp
Regenable (Big Ohm - Heal) - 2 spell points per refill, Cost: 25,000gpSo what are the costs (gp’s) for the following? Costs for both Market, and costs for an Ancient to make.
twinned regennable big ohms (1000 hp max, 10th lvl efx, 4 pp to refill)
magnified 2x twinned regennable (2000 hp max, 16th lvl, 6 pp to refill)
magnified 3x twinned regennable (3000 hp max, 22nd lvl, 8 pp to refill)
magnified 4x twinned regennable (4000 hp max, 28th lvl, 10 pp to refill)
magnified 5x twinned regennable (5000 hp max, 34th lvl, 12 pp to refill)I am not sure if I am remembering wrong or not, but I think we said we can’t make our own regennable’s until becoming an Ancient; we were limited to having the Obelisk making them for us at the going rate.