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5 months ago ::
Dec 19, 2012 - 11:02PM
#41
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Date Joined:
Oct 19, 2012
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It sounds to me like the truename is more like the finger.
The finger would be just the ordinary name. Imagine if that finger allowed you to dictate the nature of the moon. That would be a Truename. Like how some hermetic traditions say that the ability to "speak" things into creation is the use of ther Truenames. Good analogy though. I'm a big fan of Bruce Lee and the ideas he puts forth in his movies.
Given that we have no real world hard and fast rule for true names, and setting aside the fact that we are assuming their existence, the method of acquiring one and it's origins is entirely in flux depending on context of setting.
I'm saying it's just a general convention of fantasy settings that use them. Sure, you could do it differently from setting to setting, and there are even some settings that already do that.
Is this actually true, canon, in Next?
Unknown at the time, but it is the "standard assumption," for most fantasy settings that use them.
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5 months ago ::
Dec 19, 2012 - 11:23PM
#42
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Mechanically speaking, how does a spellcaster find a truename in Next?
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5 months ago ::
Dec 19, 2012 - 11:27PM
#43
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Date Joined:
May 19, 2011
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I think someone's social security number is the closest thing you have to a truename in fantasy.
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5 months ago ::
Dec 19, 2012 - 11:31PM
#44
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Date Joined:
Oct 19, 2012
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Mechanically speaking, how does a spellcaster find a truename in Next?
I honestly wouldn't know.
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5 months ago ::
Dec 19, 2012 - 11:48PM
#45
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Date Joined:
Aug 10, 2010
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Reading that in the packet, I thought: how silly a way to limit use of the spell. I mean really -- someone's True Name becomes a False Name just because you cast a spell on him?? No. True Names, if they're truly the True Name of the entity, do not change. Just finding it out should be an adventure in itself.
I disagree with this. There is definitely precedent in fantasy for True Names changing. One of my favourite theories on Patrick Rothfuss's books involves this. The idea behind it is that if you change the person who you are - one of the fundamental aspects of your person - then it could change.
That said, no... I do not like this mechanic for it changing.
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5 months ago ::
Dec 20, 2012 - 3:46AM
#46
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Agreed. People are arguing that Truenames should change because people can change, and while that's not how I've ever pictured truenames working, I do kinda like it. But something fundamental about a being's nature should change in order for their truename to change. Having Otto's Irresistable Dance cast on you would (probably) not change who you are as a person.
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5 months ago ::
Dec 20, 2012 - 4:36AM
#47
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Date Joined:
Aug 22, 2007
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Here's how I see it.
Reality is written in True Speak. Deities, Primordials, and other extremely high beings can use True Speak to alter the world but there is a cold war Mutual Assured Destruction thing stopping them from doing it again.
Speaking in True Speak allows you to enter the code of reality.Speaking a True Name does nothing. But Speaking a True Name alters every item mentioned in the phase because it was something else and you have just changed it.
Arcane and Divine magic has rough and incorrect True Names in it. Fireball has the garbled True Name of "Fire" in the magic words or scribed in the gestures. Power Word Kill has the "Dead" or "Kill" in True Speak someplace in there. Adding a person's True Name to the True Spoken "Kill" forever links that person to the reality's code for "Kill". "Kill" then is added to the target's True Name until someone removes it or changes it again.
But No adding "Dance" to true names.
Orzel, Halfelven son of Zel, Mystic Ranger, Bane to Dragons, Death to Undeath, Killer of Abyssals, King of the Wilds.
Constitution Based Class for Next!
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5 months ago ::
Dec 20, 2012 - 5:31AM
#48
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Your truename is the memory adress on the RAM of the cosmos. D&D is supposed to be a simulation after all.  (and we can rename Wish into memory editor).
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F-111 Interdictor Long (200+ squares) distance ally teleporter. With some warlord stuff. Broken in a plot way, not a power way. Thought Switch Higher level build that grants upto 14 attacks on turn 1. If your allies play along, it's broken. Elven Critters Crit op with crit generation. 5 of these will end anything. Broken. King Fisher Does an excellent job at keeping an enemy disabled in a few ways. Strong. Boominator Fun catch-22 booming blade build with either strong or completely broken damage depending on your reading. Very Distracting Warlock Lot's of dazing and major penalties to hit. Overpowered. Pocket Protector Pixie Stealth Knight. Maximizing the defender's aura by being in an ally's/enemy's square. Yakuza NinjIntimiAdin: Perma-stealth Striker that offers a little protection for ally's, and can intimidate bloodied enemies. Very Strong. Chargeburgler with cheese Ranged attacks at the end of a charge along with perma-stealth. Solid, could be overpowered if tweaked. Void Defender Defends giving a penalty to hit anyone but him, then removing himself from play. Can get somewhat broken in epic. Scry and Die Attacking from around corners, while staying hidden. Moderate to broken, depending on the situation. Skimisher Fly in, attack, and fly away. Also prevents enemies from coming close. Moderate to Broken depending on the enemy, but shouldn't make the game un-fun, as the rest of your team is at risk, and you have enough weaknesses. Indestructible Simply won't die, even if you sleep though combat. Sir Robin (Bravely Charge Away) He automatically slows and pushes an enemy (5 squares), while charging away. Hard to rate it's power level, since it's terrain dependent. Death's Gatekeeper A fun twist on a healic, making your party "unkillable". Overpowered to Broken, but shouldn't actually make the game un-fun, just TPK proof. Death's Gatekeeper mk2, (Stealth Edition) Make your party "unkillable", and you hidden, while doing solid damage. Stronger then the above, but also easier for a DM to shut down. Broken, until your DM get's enough of it. Domination and Death Dominate everything then kill them quickly. Only works @ 30, but is broken multiple ways. Battlemind Mc Prone-Daze Protecting your allies by keeping enemies away. Quite powerful. The Retaliator Getting hit deals more damage to the enemy then you receive yourself, and you can take plenty of hits. Heavy item dependency, Broken. Dead Kobold Transit Teleports 98 squares a turn, and can bring someone along for the ride. Not fully built, so i can't judge the power Psilent Guardian Protect your allies, while being invisible. Overpowered, possibly broken Unnamed Avenger|Runepriest/Hammer of Vengance Do lot's of damage while boosting your teams. Strong to slightly overpowered. Charedent BarrageA charging ardent. Fine in a normal team, overpowered if there are 2 together, and easily broken in teams of 5. Super Knight A tough, sticky, high damage knight. Strong. Super Duper Knight Basically the same as super knight, only far more broken. Mora, the unkillable avenger Solid damage, while being neigh indestuctable. Overpowered, but not broken. Swordburst Maximus At-Will Close Burst 3 that slide and prones. Protects allies with off actions. Strong, possibly over powered with the right party.
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