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  1. - Top - End - #931
    Ettin in the Playground
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    Default Re: My Little Gramarist: SCIENCE! is Magic [Gramarie Discussion]

    Quote Originally Posted by Necroticplague View Post
    DM throws books at you.
    Thanks you.
    Maybe for avoiding moment of prescience and other kind of tricks for helping one check Biollurgy should ask for your modifier rather than making you do a check?
    Last edited by noob; 2015-09-01 at 03:04 PM.

  2. - Top - End - #932
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    Default Re: My Little Gramarist: SCIENCE! is Magic [Gramarie Discussion]

    Quote Originally Posted by Halna LeGavilk View Post
    Is this version of Gramarie useful? Should I just use old disciplines where there aren't any in the index?
    This version of gramarie could be used with old disciplines though it would require;
    You working with your GM to decide how many points a principle is worth.
    You allowing anyone to take principles that were previously [Specialist]
    And figuring out how to deal with the fact that quality is no longer determined by skill checks.

    Maybe for avoiding moment of prescience and other kind of tricks for helping one check Biollurgy should ask for your modifier rather than making you do a check?
    This sort of thing is why next gen gramarie doesn't run off the check anymore.
    Last edited by Milo v3; 2015-09-01 at 08:06 PM.
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  3. - Top - End - #933
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    Default Re: My Little Gramarist: SCIENCE! is Magic [Gramarie Discussion]

    I'm running a survival game using neither of the gramarie class systems, but making the devices buildable as the players learn how.

    This makes relevant my ongoing qualm with infinite easy energy generation.
    Other than heart generators, which I think are expensive and slow enough, what methods of infinite production are there for me to kill?

    Edit: After I have the basics to a point where I don't hate them (I kind of hate gramarie's arbitrary metaphysics, its probably my only problem with the system), the idea will probably open up to an ingenuity rewarding place which people can join in on if they want.

    Also, would making the old arcane transformers refill wizards spell slots rather than cast spells balance it? It requires powerful wizard cohorts to automate at that point.
    Last edited by qazzquimby; 2015-09-08 at 06:17 PM.

  4. - Top - End - #934
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    Default Re: My Little Gramarist: SCIENCE! is Magic [Gramarie Discussion]

    Quick check up, who has what, and how inactive have they been for G3?

  5. - Top - End - #935
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    Default Re: My Little Gramarist: SCIENCE! is Magic [Gramarie Discussion]

    Sssso just got into this. I'm now slowly updating the tables for Constructivity so that whoever actually tackles rewriting that has an easier time of it. First one is below; I'll edit this post to add them in as I figure out what they say, since the later ones get more complicated:

    Spoiler: Constructivity Tables
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    Planetary Metal Iron Mercury Tin Copper
    Element Fire Water Earth Air
    Last edited by Lady Serpentine; 2015-12-15 at 06:56 AM.

  6. - Top - End - #936
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    Default Re: My Little Gramarist: SCIENCE! is Magic [Gramarie Discussion]

    Translating tables is very easy with this.

    Shh though. It's a secret. It makes you look very generous and benevolent when you update lots of big tables for people.

    You should do some gramarie translating instead. I don't think it will take a great deal of background to be able to update the system.

  7. - Top - End - #937
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    Default Re: My Little Gramarist: SCIENCE! is Magic [Gramarie Discussion]

    I've been keeping my eye on Gramarie for a long while (even though it's been pretty dead) and I'd love to help on the subject.

    Do we have any idea on what we should be working on? Perhaps like making a few more Disciplines? I could work a bit on Geocultism, for example.

    EDIT:
    How about I make a special PDF that allow for players to design Gramarie devices and track upkeep on them? Like a sheet that allowed a map of a Geocultic area, while keeping track of the material upkeep and features?
    Last edited by earzo7; 2015-12-15 at 10:35 PM.

  8. - Top - End - #938
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    Default Re: My Little Gramarist: SCIENCE! is Magic [Gramarie Discussion]

    The current project is very boring, which is why it died. A number of problems were found with the system, such as how principles were not at all internally balanced, and depending on which disciplines you took your ability to work independently would vary dramatically. The solution was to use a point system, where each principle is split up into smaller abilities that you can purchase independently. That way if you just need to know how to make copper ins, you don't need to learn how to make copper outs.

    That meant lots of writing, and coming up with names for everything, and trying to approximate costs (good balance isn't important now, we're drafting it).

    For examples of what it should look like, here is the GEOC draft I made, here is a small heur draft, my arcd, and milo's BIOL is somewhere I can't find. His has a lot of new stuff added, which is okay, and good if the content is good, but not at all priority compared to getting the whole system rewritten.

    We do NOT need more disciplines, and new disciplines have been kind of discouraged, since we currently have enough material that virtually anything you can imagine can be built. Any new material usually ends up being redundant somewhat or overlapping, which is something we try really hard to avoid in gramarie. You should pretty much never have two devices that do the same thing, since it devalues each.

  9. - Top - End - #939
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    Default Re: My Little Gramarist: SCIENCE! is Magic [Gramarie Discussion]

    Quote Originally Posted by qazzquimby View Post
    here is the GEOC draft I made, here is a small heur draft, my arcd, and milo's BIOL is somewhere I can't find.
    Look in the first post of this thread, has my ALCH, BIOY, and ELDK.

    His has a lot of new stuff added, which is okay, and good if the content is good, but not at all priority compared to getting the whole system rewritten.
    I should say that the reason why new stuff was added is two fold.
    1) Because some of the new stuff is attempts of fixing the issues the old versions had.
    2) Because it helps keep my momentum, converting is.... sluggish I would say would be the right word. Without it I end up getting distracted by a new homebrew idea rather than getting a new idea for gramarie. Which is a rather large personal flaw when it comes to a subsystem I do admit.

    Also, I am still working on gramarie stuff in the background, just slowly....
    Last edited by Milo v3; 2015-12-16 at 12:26 AM.
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  10. - Top - End - #940
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    Default Re: My Little Gramarist: SCIENCE! is Magic [Gramarie Discussion]

    I'm really glad to hear progress is being made! I'll have to look through all the pages of this thread, I mostly just checked in with the first post and checked all the links on that.

    EDIT: I also noticed a few blanks, especially in the area of the Eldritch Anima. Anything to do there?
    Last edited by earzo7; 2015-12-16 at 12:35 AM.

  11. - Top - End - #941
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    Default Re: My Little Gramarist: SCIENCE! is Magic [Gramarie Discussion]

    Quote Originally Posted by earzo7 View Post
    I'm really glad to hear progress is being made! I'll have to look through all the pages of this thread, I mostly just checked in with the first post and checked all the links on that.

    EDIT: I also noticed a few blanks, especially in the area of the Eldritch Anima. Anything to do there?
    I wasn't sure what to do with converting the animas since the point structure alters what principles are in the game. Any help in that area from you and others would be appreciated.
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  12. - Top - End - #942
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    Default Re: My Little Gramarist: SCIENCE! is Magic [Gramarie Discussion]

    For animas and the like, I have a few hopes.

    We do not need one for every course (is that what a group of principles is being called?). That way lies to exponentially growing work as our list of classes and disciplines rises.
    When there is an interesting or obvious way a principle could be used as an anima or similar, add it in as a principle.

  13. - Top - End - #943
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    Default Re: My Little Gramarist: SCIENCE! is Magic [Gramarie Discussion]

    Alright, so I've been messing around with Gramarie for a while now, although it's only been from the second thread, and I wanted to ask y'all about finding a certain post from the second thread. I recall finding someone had written a list of military science principles for the base disciplines, since Kellus didn't have the time to. I've looked around everywhere, but I can't seem to find it.
    From the 26th to the 1st, my access to this site will be quite sparse.

  14. - Top - End - #944
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    Default Re: My Little Gramarist: SCIENCE! is Magic [Gramarie Discussion]

    Quote Originally Posted by qazzquimby View Post
    For animas and the like, I have a few hopes.

    We do not need one for every course (is that what a group of principles is being called?). That way lies to exponentially growing work as our list of classes and disciplines rises.
    When there is an interesting or obvious way a principle could be used as an anima or similar, add it in as a principle.
    Sounds like a good idea.

    Quote Originally Posted by NuclearCommando View Post
    Alright, so I've been messing around with Gramarie for a while now, although it's only been from the second thread, and I wanted to ask y'all about finding a certain post from the second thread. I recall finding someone had written a list of military science principles for the base disciplines, since Kellus didn't have the time to. I've looked around everywhere, but I can't seem to find it.
    I actually don't recall that. I'd be interested to see them as well.
    Last edited by Milo v3; 2015-12-16 at 07:52 PM.
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  15. - Top - End - #945
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    Default Re: My Little Gramarist: SCIENCE! is Magic [Gramarie Discussion]

    Quote Originally Posted by Milo v3 View Post
    Sounds like a good idea.


    I actually don't recall that. I'd be interested to see them as well.
    I just know that they were a thing, because I remember reading a post with them before the summer started, and they were pretty mundane, not as powerful as the normal principles by an stretch, but they were decent.
    From the 26th to the 1st, my access to this site will be quite sparse.

  16. - Top - End - #946
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    Default Re: My Little Gramarist: SCIENCE! is Magic [Gramarie Discussion]

    I think Grek did that? If its not on the compendium that would require a lot of thread sifting. Unless you need it now, I'd just wait for it to turn up.

  17. - Top - End - #947
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    Default Re: My Little Gramarist: SCIENCE! is Magic [Gramarie Discussion]

    Quote Originally Posted by qazzquimby View Post
    I think Grek did that? If its not on the compendium that would require a lot of thread sifting. Unless you need it now, I'd just wait for it to turn up.
    I kinda need it soon? It's not a big need, but I wanted them for a game on these forums. I can play a Warmaker without those principles, but it would've been cool, that's all
    From the 26th to the 1st, my access to this site will be quite sparse.

  18. - Top - End - #948
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    Default Re: My Little Gramarist: SCIENCE! is Magic [Gramarie Discussion]

    Quote Originally Posted by NuclearCommando View Post
    Alright, so I've been messing around with Gramarie for a while now, although it's only been from the second thread, and I wanted to ask y'all about finding a certain post from the second thread. I recall finding someone had written a list of military science principles for the base disciplines, since Kellus didn't have the time to. I've looked around everywhere, but I can't seem to find it.
    I don't remember military science existing for all disciplines

    Quote Originally Posted by qazzquimby View Post
    I think Grek did that? If its not on the compendium that would require a lot of thread sifting. Unless you need it now, I'd just wait for it to turn up.
    Grek did that, it was in the compendium.

    Quote Originally Posted by NuclearCommando View Post
    I kinda need it soon? It's not a big need, but I wanted them for a game on these forums. I can play a Warmaker without those principles, but it would've been cool, that's all
    http://www.giantitp.com/forums/showt...1#post16583272 (links from phone suck)
    Thanks a lot Gengy for the awesome... just a sec... avatar. :)

  19. - Top - End - #949
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    Default Re: My Little Gramarist: SCIENCE! is Magic [Gramarie Discussion]

    Are any of the Disciples complete?
    Also What would I need to make a orbital fortress weapon? As in a fort in orbit with a powerful weapon like a orbital death ray or rail gun.
    Also what happened to mark 2?

  20. - Top - End - #950
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    Default Re: My Little Gramarist: SCIENCE! is Magic [Gramarie Discussion]

    Has anyone heard from Kellus at all?

  21. - Top - End - #951
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    Default Re: My Little Gramarist: SCIENCE! is Magic [Gramarie Discussion]

    Quote Originally Posted by Drakonus View Post
    Are any of the Disciples complete?
    Also What would I need to make a orbital fortress weapon? As in a fort in orbit with a powerful weapon like a orbital death ray or rail gun.
    Also what happened to mark 2?
    Discipl(in)es are complete although none have military science by kellus.
    There are several ways of doing that, from building an imaginary one with IMCH to a more classical ELDK one. Ultimately what you will need is time.
    Milo is working on that, he is rad, let him take his time.
    Thanks a lot Gengy for the awesome... just a sec... avatar. :)

  22. - Top - End - #952
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    Question Re: My Little Gramarist: SCIENCE! is Magic [Gramarie Discussion]

    Quote Originally Posted by Kellus View Post
    Oh good, okay, I got us moved back to the general homebrew board where more people will read this stuff.

    Working on the stuff I have on the third base class, which is a trickery-based take on gramarie, the saboteur. Should have something up tomorrow? Still working my way through the new disciplines, I'll drop on the IRC at some point to chat about them
    Was it posted in this thread or a separate thread?
    Yours,
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  23. - Top - End - #953
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    Default Re: My Little Gramarist: SCIENCE! is Magic [Gramarie Discussion]

    Quote Originally Posted by davethebrave View Post
    Was it posted in this thread or a separate thread?
    It wasn't posted at all.
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  24. - Top - End - #954
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    Default Re: My Little Gramarist: SCIENCE! is Magic [Gramarie Discussion]

    Is anyone working on Divinentropy at the moment? There's no link in the main post >. [
    The best way to get information isn't to ask a question, it is to post the wrong information and wait for someone to correct you (often angrily).

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  25. - Top - End - #955
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    Default Re: My Little Gramarist: SCIENCE! is Magic [Gramarie Discussion]

    Quote Originally Posted by Defiantnight View Post
    Is anyone working on Divinentropy at the moment? There's no link in the main post >. [
    Don't think anyone's working on Diventropy right now. It's Sirp's, but I'm pretty sure he's currently busy.
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  26. - Top - End - #956
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    Default Re: My Little Gramarist: SCIENCE! is Magic [Gramarie Discussion]

    It was Sirpercivals, I believe.

    But I am quite sure he will not mind if you take over, or use his ides for a new creation :D

    tbh I don't think much of anything is being worked on right now...

    EDIT: Ninja'd... oh well XP
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  27. - Top - End - #957
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    Default Re: My Little Gramarist: SCIENCE! is Magic [Gramarie Discussion]

    Two new level 5 grafts for Biollurgy and Xenoalchemy.

    Deepspawn replicator
    Level: 5
    Body Slot: Torso (Ex)
    Monster Requirement: Deepspawn

    You have now attached the birthing womb of a deepspawn, giving you the ability to spawn replicants of creatures that you have eaten, in accordance with the following changes. If you were less than huge size, your size now changes to huge.

    Spawn (Ex): You can spawn only creatures identical to those that you have physically consumed. Each spawn possesses even the learned abilities (such as class level, skills, and spells known) of the original but retains only dim memories of its former life. Only Large or smaller corporeal, living creatures native to the Material Plane can be spawned. After spawning, a deepspawn must wait 4d6 days before doing so again. The spawned creatures are under your influence, and considered to have an attitude of "helpful" with a desire to serve you.

    You need to have at least 9 HD for this ability to work.

    Here are your hitdice and maximum allowable CR of spawn that you can create next to them.

    9 HD -CR3
    10HD -CR4
    11HD -CR5
    13HD -CR6
    15HD -CR7
    28HD -CR8

    Below 9 hit dice the you are too weak to make copies, though you can certainly eat now and store the genetic information and brain patterns for spawning copies when it is able to do so. In game terms, you do not have the Ex ability to Spawn.
    The number of spawn that you can produce in one spawning depends on the total CR of the creature(s). For example, if you are capable of producing 6 CR Ettins, then the you are also capable of producing 48 1/8 CR rats in a single spawning. Put another way, instead of producing 1 Ettin of 6 CR you could produce 6 humans of 1 CR.

    Dread Doppelganger Metamorphosis Gland
    Level: 5
    Body Slot: Head [brain insertion] (Su)
    Monster Requirement: Dread Doppelganger (See VRS Doppelgangers @ Fraternity of Shadows)

    The metamorphosis gland of the dread doppelganger grants you the change shape and glamer abilities of a dread doppelganger.

    Change Shape (Su): You can assume the shape of any Small or Medium humaniod. You can remain in the chosen form until you choose a new form or return to your original form.

    Glamer (Su): You can alter the texture or appearance of objects on your person as a free action. You cannot change the object's basic material (cloth remains cloth, metal remains metal, etc), but you can turn threadbare rags into clothes of any fashion, or turn a bit of wire into a necklace or vice versa. Objects automatically return to their original form if separated from you by at least 5 feet.

  28. - Top - End - #958
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    Default Re: My Little Gramarist: SCIENCE! is Magic [Gramarie Discussion]

    This is a bit of an odd question, but I tried to use the first version of Gramarie.

    It broke the game hard. Turns out, giving the players a ruleset that allows them to build the death star is not a good idea.

    How do you NOT turn the game into building the death star with this ruleset?
    Last edited by druid91; 2016-12-05 at 06:43 PM.
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    I like the "hobo" in there.
    "Hey, you just got 10000gp! You going to buy a fully staffed mansion or something?"
    "Nah, I'll upgrade my +2 sword to a +3 sword and sleep in my cloak."

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    Default Re: My Little Gramarist: SCIENCE! is Magic [Gramarie Discussion]

    Quote Originally Posted by druid91 View Post
    This is a bit of an odd question, but I tried to use the first version of Gramarie.

    It broke the game hard. Turns out, giving the players a ruleset that allows them to build the death star is not a good idea.

    How do you NOT turn the game into building the death star with this ruleset?
    I thought turning the game into building the death star was the whole point?
    I'm a Prestige Class! Thanks Zaydos!

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    Default Re: My Little Gramarist: SCIENCE! is Magic [Gramarie Discussion]

    Quote Originally Posted by druid91 View Post
    How do you NOT turn the game into building the death star with this ruleset?
    Most gramarie campaign's I've seen based it around either building a society from scratch or experimenting in a society to try and improve it. WMD's as less common in those, though weapons do get built to defend the settlements.
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