Report 1339

Report #1339
Skillset: Shamanism Skill: Various
 Org: Blacktalon Status: Rejected Apr 2015
Furies' Decision:
Unfortunately the weather system does not allow for moving systems in this
manner.
Problem: Various skills in Shamanism (DemesnePrecip, DemesneTemp, DemesneWind,
Imprint) allow for weather control within demesnes, making them completely
obsolete and unusable for Wyrdenwood (and Wildewood).
Solution #1: Change coppice in both Wyrdenwood and Wildewood to allow for use
 of these skills. Unlinked, coppice allows for use of them in the
 same room as the wyrden/wildewood. Linked, the radius of these
 skills scales with the other effects of the wyrden/wildewood per
 room.
Solution #2: Create a new skill in Shamanism that allows Wyrden/wildewoods to
 create weather via these skills that follows them around.
Player Comments:
---[Shuyin on 4/8 @ 00:25 writes]:
Not really related to the overhaul, but then again, that seems to have fallen
apart a bit. Seems fine at first blush
---[Synkarin on 4/9 @ 05:05 writes]:
What would happen when say a Wildewood and a Wyrdenwood with different weather
patterns walk into a room together?
---[Astraea on 4/9 @ 21:27 writes]:
The wood who was there first takes precedence to the one who enters after them,
thus their weather pattern would be the one that stands.
---[Synkarin on 4/10 @ 04:04 writes]:
Can we clarify that in the solutions. Also, I think a solution for situations
when a wyrdenwood is in a blacktalon demesne or something and how the weather
effects would work there (I'm guessing the meld would take precedance).
Additionally, since there are ways to remove a demesne weather effect (by
breaking the meld), there should similiarly be a way to disable a
wyrdenwood/wildewood's weather effects.
---[Enyalida on 4/12 @ 22:36 writes]:
The problem is worse than making the Demesne* and Imprint skills useless. Being
unable to change demesne weather means that the shaman must abide by the weather
limits in the area, the majority of which preclude big swaths of other abilities
in the skillset, by virtue of being perpetually too mild - especially in
predominant combat zones (Bubbles, villages, Org planar territories). Make the
-woods 'personal biome' weather pattern not be protected from change, as the
melding version is. This would mean that a meld would automatically trump, and
that an opposing shaman could screw with them by using the (no power) room temp
changes.
---[Enyalida on 4/12 @ 22:39 writes]:
For solution 1, it should probably be that the weather radius be limited in the
same way that the bombs are, the linked people must be in the same room. I guess
the actual weather numbers could go on a toggle through a slightly different
version of the imprint skill. The imprint is not dependable (it updates
mysteriously with the area you cast it in), is costly, and can fizzle without
warning on the month change - so that's not a prefered solution
---[Enyalida on 4/12 @ 22:44 writes]:
I prefer solution 2, with the following mechanic: The -wood gains a new skill
called "Biome" instead of Imprint. They additionally gain all of the Demesne*
changes (perhaps called "BiomeTemp" etc). You activate biome, and 'lock in' the
weather where you stand, carrying it with you. You may use the demesne change
skills (With the 1p per level cost) to alter your biome from there. This is the
most simple application, that could potentially be paired with solution 1
harmlessly. The weather's biggest power (besides allowing shamanism skills, like
the fearsome - and inferior - elementalism freeze skill clone) is in slowing
enemy movement over a wide range. Having superior mobility but very short range
(Even with solution 1 rolled in) is a substantial trade.
---[Raeri on 4/13 @ 20:12 writes]:
Support for 2. I like the biome idea. I could also suggest possibly just summing
the weather-changes of different -woods in the room for net effect as an
alternative to having the first take precedence.