Mathematical Casting Build Idea


Advice


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Alright friends and foes. I have come together with an idea, though the idea is rather complex.

I wish to use at least one of three feats when creating this character. Sacred Geometry, Calculating Mind, and Arithmancy. All three can be found in the Occult Mysteries campaign setting.

This is heavy math and I've been getting rather effective at doing it in my head. That said, I'm inquiring if it's feasible, or would it only hold merit as character flavor.

Also, I imagine a Wizard would be a good choice for this, but there's also Arcanist, and could an Alchemist even benefit from the feats?


Frankly, it is a really fun concept befitting an arcanist. Seems to be a very potent and interesting feat with one glaring issue. I could seriously see this really holding the game up unless you are confident that you can not only find an answer quickly, but conclude that the numbers you rolled have no possibility of providing the number you are looking for equally fast. Maybe ask if you can try it with the stipulation of that if anyone, including you, ANYONE at your table feels it is taking to long to attempt this, then you may retrain free of charge. With all this in mind, and you feel confident you are capable of doing this expeditiously, GO FOR IT. This could make you one bad mofo, Just don't get to hung up on having your fluff have these mechanical benefits. While it is very cool to have mechanical support for your fluff, this is one that could really slow the game down. If you do try this I sincerely hope you succeed. :)


The problem with these feats is that in the hands of someone who doesn't know what they're doing, they slow the game to a crawl, and in the hands of someone who DOES know what they're doing, they're simply flat power boosts with little actual nuance.

How to know what you're doing with Arithmancy: Pre calculate the digital roots and figure out the DCs for all of your spells. They don't change. Fireball will always be DC 15. Simply boost your spellcraft check to a reliable level, such as with an armillary amulet, and the feat will effectively give you +1 CL to all spells for the cost of a swift action.

How to know what you're doing with Sacred Geometry: Use this calculator. Or this one. If you don't want to, are very good at math, and have practiced using this feat until it's easy for you, you might be able to use it in an actual game without wasting too much of the group's time. Once you get 12 ranks in Knowledge Engineering, it is mathematically impossible for you to make a failing roll. Thus after a certain point, this feat effectively gives you several levels of free metamatic, using metamagic feats you don't even have, for the cost of a full round action. That's extremely powerful.

Here's a chart of success rates for every given spell level and number of ranks in Knowledge Engineering. X axis is ranks, Y axis is spell level.

How to know what you're doing with Calculating Mind: There's no point in taking it. Base Sacred Geometry is reliable enough, and Calculating Mind won't improve your success chance any more.

So playing a mathmagician type character with these feats is cool and flavorful, but just be aware that it might make you ludicrously powerful and not be as mechanically interesting as you first thought.


For sacred geometry, I would highly suggest writing down your work so everyone can see the steps you took. It's one of those feats that quickly invokes a lot of numbers and can make people mentally check out and just accept what you say so as to not slow down play. As a GM, that's an annoyance at best. So, some due diligence on your part is reducing those potential pain points as much as possible.


To be honest for Sacred Geometry, once you figure out the tricks, it's faster to just do it by grouping the dice rather than writing it out or using one of the calculators.
Multiply dice together until you're in the proper range. Add or subtract until you reach the number. For the dice you've got left over, take 2 of the same value, subtract them to reach 0 and multiply the rest by that.

BTW, how is that chart calculated? Does it use the calculators and thus ignore parentheses? If so, I suspect it's even more reliable than that.

Edit: If you do take Calculating Mind, make sure you have enough d8s for it. :)


As a GM, I'm not going to sit there and read your dice. That's your job. I only care if you're claiming a natural 20 when that's clearly a 2. I'm also not going to read your dice AND do math. Again, that's your job as it's your character and you took the feat.


I don't think taking a moment to look at die will take any longer to check him on his written out math as you suggested, especially when you don't know what the deuce he is doing with the numbers. Peeking at the die seemed totally viable to me. Plus it saves paper! :)


Buri Reborn wrote:
As a GM, I'm not going to sit there and read your dice. That's your job. I only care if you're claiming a natural 20 when that's clearly a 2. I'm also not going to read your dice AND do math. Again, that's your job as it's your character and you took the feat.

But you'll make me write the same numbers that are on the dice down and then you'll check that?

That'll slow things down more. I'd be perfectly happy to walk you through it, it's just the copying the dice onto paper and showing the work that seems silly to me. Basically, I'd be showing you the work with the dice, not the paper. Also makes it easier to say "and this pile cancels out".

Example: 15 ranks, 8th level spell, target =83, 89, 97
15d6 ⇒ (4, 2, 4, 4, 3, 3, 3, 6, 4, 2, 6, 6, 2, 1, 2) = 52

6x4x4+1 + (3-3)*(2+4+3+4+2+6+6+2+1+2)=97

I'd pull the first 3 out and say "These multiply to 96", bring out the 1, "Add 1 to get my target 97", then the two 3s "Subtract these to get zero", pointing at the rest of the pile "Which you multiply the sum of all of those by to cancel them out."

Has the big advantage of making sure I don't screw up copying onto the paper or use one number twice or something simple and easy to do like that.


noble peasant wrote:
I don't think taking a moment to look at die will take any longer to check him on his written out math as you suggested, especially when you don't know what the deuce he is doing with the numbers. Peeking at the die seemed totally viable to me. Plus it saves paper! :)

Seeing a jumble of die (from the viewpoint of the GM) is very different from looking at numbers written on a line. Use a calculator on your phone to save paper. Not all "writing" involves paper. It's 2015!


thejeff wrote:
example

It is incumbent on you, as a player, to prove your character is doing what it's allowed. Given the obtuse nature of that feat, yes, you need to show me how it works given it's wholly based on your unique combination of the rolls and is contingent on the player using their own intelligence that's not abstracted by the game. Simply rolling and claiming it works is grossly insufficient. Grouping die and saying something like "multiply these, add these, subtract those" is also insufficient.


How is that insufficient? You know it's always possible at 12+ ranks. If you can't trust your players at all, why play with them?


Relax mr. GM. The saves paper thing was kind of a joke, thus the smiley face. Plus the described method sounds like it would be more than just jumbled die. In fact it provides a nice visual aid to stuff like "these numbers cancel out". Seeing as you wouldn't be well versed in this odd mathematical trick since it isn't your character, you may find what is on paper confusing without a little help. This allows him to easily show what he did to you. Rather than him do it, put it on paper, hand you the paper, you begin to make sort of an "uuuuuhhh" noise, then he explains to you his due process anyway. Either way, the more I think about it, setting a number of times he can do this AT LEAST per encounter may be a smart decision.

EDIT: Honestly, how this will be done will ultimately be decided between him and his GM, mostly his GM, so I'm not sure debating on the how it should be done is all that relevant at this point. If it ever was.


Buri Reborn wrote:
thejeff wrote:
example
It is incumbent on you, as a player, to prove your character is doing what it's allowed. Given the obtuse nature of that feat, yes, you need to show me how it works given it's wholly based on your unique combination of the rolls and is contingent on the player using their own intelligence that's not abstracted by the game. Simply rolling and claiming it works is grossly insufficient. Grouping die and saying something like "multiply these, add these, subtract those" is also insufficient.

I really don't understand the objection.

Are you really just requiring a calculator to show the math is right?

Because me showing you the dice (6,4,4) and saying these multiply to 96, really isn't any different than me writing on paper 6x4x4=96.
I suppose I could write out 6x4 = 24 x 4 = 96, but I'm not sure that helps much. And I could do the same with the dice.
Being able to pair up and subtract 2 dice with the same number and use that to cancel "the rest" also saves a bunch of data entry time, so I hope you'd at least allow that rather than require every number to be written out neatly with all the work that cancels to zero shown.

Mind you, I'd also be perfectly happy with just banning the feat because it's stupid and broken. :)


YAAAAY! The truth comes out! This feat is nuts......


Oh, I agree it's a stupid feat. :D

The hoops is makes you do rather than just calling for a check do not give it any favors whatsoever. It's because of that which would require me to see your work. Yes, I realize how teacher-y that makes me sound. It's a teacher-y feat. It sounds exactly like one of those rote things a math teacher would do.

The point with showing your work is that GMs have a crazy amount of stuff going on in their head. Forcing them to put that on hold to look at your rolls and double work your math (which you're already required to do) passes a line for me. Break it down, treat me like I'm dumb (with respect to that feat), or no, it's doesn't work because f that feat.


Buri Reborn wrote:

Oh, I agree it's a stupid feat. :D

The hoops is makes you do rather than just calling for a check do not give it any favors whatsoever. It's because of that which would require me to see your work. Yes, I realize how teacher-y that makes me sound. It's a teacher-y feat. It sounds exactly like one of those rote things a math teacher would do.

The point with showing your work is that GMs have a crazy amount of stuff going on in their head. Forcing them to put that on hold to look at your rolls and double work your math (which you're already required to do) passes a line for me. Break it down, treat me like I'm dumb (with respect to that feat), or no, it's doesn't work because f that feat.

Yeah, I've got no problem with breaking it down for you. I just don't see the difference between showing the dice and explaining it verbally and writing it all down in enough detail. Other than that the 2nd will waste even more time.

And to some extent, unless you require a calculator, you're still going to have to double work the math or trust me. And with the calculator, you're still going to have to check that all the numbers are actually right from the dice or trust me. And frankly, that's the easiest way to screw up and the main reason I like to work directly with the dice.


Blinger Bunny, Idk if you ever plan to come back. But I may want to half way retract my statement. Just do metamagic like everyone else, without a limit on how many times you can attempt to do this this could get really tiresome. However as I have stated before, perhaps a limit of sorts could make this a tad less taxing on the group's patience? You doing this every time you cast a spell seems blugh.


BlingerBunny wrote:


Also, I imagine a Wizard would be a good choice for this, but there's also Arcanist, and could an Alchemist even benefit from the feats?

And going back to the original post: An alchemist couldn't, which is kind of a shame, since the flavor goes nicely with alchemy, but Alchemists don't get any Metamagic. They're not casting spells.


thejeff wrote:
BlingerBunny wrote:


Also, I imagine a Wizard would be a good choice for this, but there's also Arcanist, and could an Alchemist even benefit from the feats?
And going back to the original post: An alchemist couldn't, which is kind of a shame, since the flavor goes nicely with alchemy, but Alchemists don't get any Metamagic. They're not casting spells.

The only thing that could state to the contrary of this, is that Alchemists imbue their craft with what magical prowess they do have, but I imagine this is mainly flavor of description.

Returning to the point, we've got at least three GMs in the group, only one of which is GMing the adventure, so there are multiple sources to prove that the math is being done properly. On top of that, I don't really plan on using this except to make certain spells really count, like in a boss fight, or dealing with large numbers of enemies, or a situation in which a spell could really use the boost.

Also, because an Arcanist has to prepare spells, but can cast spontaneously from his prepared spells, would he have to increase the casting time two categories or just one?


BlingerBunny wrote:
Also, because an Arcanist has to prepare spells, but can cast spontaneously from his prepared spells, would he have to increase the casting time two categories or just one?

Since they'd normally have to prepare the spell with the metamagic, just like a wizard does, I assume they'd be treated like a wizard here too.


If I'm reading the below correctly, I could apply either method, but according to this, I'd need the metamixing exploit to make it work with a spell that was prepared with a metamagic feat.

Like a sorcerer, an arcanist can choose to apply any metamagic feats she knows to a prepared spell as she casts it, with the same increase in casting time (see Spontaneous Casting and Metamagic Feats). However, she may also prepare a spell with any metamagic feats she knows and cast it without increasing casting time like a wizard. She cannot combine these options—a spell prepared with metamagic feats cannot be further modified with another metamagic feat at the time of casting (unless she has the metamixing arcanist exploit, detailed below).


Am I correct in the aforementioned assumption that I would need the metamixing exploit to properly add metamagic feats to an already modified spell, if I'm using Sacred Geometry?

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