Advanced Search

Search in date range:

Search results:

Found 9 entries in 0.043 seconds.

Mistborn: The Final Empire Annotations ()
#3 Copy

Brandon Sanderson

Okay, so I lied. I thought the fight scene came in chapter six, but it came in five. I'm better at pacing than I thought!

The truth is, this is one of my least favorite fights in the book. I put it in primarily because it gave a good, quick showing of the basic concepts in Allomancy. You got to see Kelsier enhance his strength with pewter, his senses with tin (including using it to help him focus), and then use both steel and iron in a variety of different Pushes and Pulls.

The thing is, it wasn't that exciting because it wasn't really a fair fight. As soon as Kelsier got ahold of that ingot, those soldiers were toast. I did spice up the fight a bit by giving them shields–something that was missing from the original draft of the fight. Even still, this seems like a kind of brutal combat, not the more poetic and flowing battles I generally envision for Allomancy.

(This is, by the way, the only fight I ported over from Mistborn Prime. There was a similar scene in that book where the protagonist took down a group of men with only an ingot. Again, I decided to grab it because of how well it introduced the concepts of Allomancy. It was quick and dirty.)

General Reddit 2020 ()
#4 Copy

HA2HA2

Ooh, I think that's a really good point, Marsh probably should have flared steel or iron or something? /u/mistborn ?

Brandon Sanderson

Yes, you're right. Good catch, /u/Thevulgarcommander! I believe we caught this already, however, and tweaked future printings.

Stormtide_Leviathan

So does this mean that tin doesn’t enhance Allomantic senses when burned? You’ve said before that windwhispers can store Allomantic senses, so I’m surprised at the difference there

Brandon Sanderson

I just think the passage is confusing, and was better of being tweaked. The new version, if you find it, makes it clearer--I believe he flares both tin and steel/iron.

Tel Aviv Signing ()
#5 Copy

Questioner

So, about Feruchemy. If someone takes, for example, a copper metalmind, fills it with memories, and then a tin metalmind, fills it with senses, then melts them together into a bronze metalmind, would you be able to tap anything from it, and what?

Brandon Sanderson

If you made an alloy of them, you would not get anything out of them. You would know there's Investiture in there, but you wouldn't be able to pull it out. 

Questioner

Even if it's your own?

Brandon Sanderson

Even if it's your own, yup. They would interfere with each other to the point that you wouldn't be able to get anything out. Sorry.

Mistborn: The Final Empire Annotations ()
#7 Copy

Brandon Sanderson

Burning metals by instinct, by the way, is something I had to add to the book for scenes like this. I had to be able to have characters be able to heal quickly–in a relative sort of way–so that I could keep the pacing where I wanted it. That meant long term, quick healing, if that makes any sense. I made it possible for an Allomancer's body to use metals–particularly pewter and tin–when they needed them.

General Reddit 2018 ()
#8 Copy

Vegadin

Tineye. I have a condition i cant remember the name of, basically I started suffocating right before I was born and the lack of oxygen caused a very slight brain damage in all my senses. All of my sensory organs are fine, but my brain can’t interpret them quite right. Usually it's done in more of a dulling. I hope that tin would bring me to the same super human level because magic... Wait...if this works my whole week will be made.

[Brandon] would tin fix me? Or is my brain just broken?

Brandon Sanderson

I say yes, you'd be pleased with the results. (Sorry to hear about your affliction.)

General Reddit 2015 ()
#9 Copy

Questioner

[question about using Feruchemy in Dungeons and Dragons]

Brandon Sanderson

Why Feruchemy "works" in book terms is because it's about intrinsic trade off. We see the character pay something, so we accept when later on, they're able to do something dramatic. Narratively, their boost is "earned" in much the same way that a character "earns" their ending winning a duel by showing us through the story that they've been practicing with the sword.

You need to "earn" your boosts. If I were a GM, I'd suggest that you can store attributes during one day of gameplay, to use it during another day of gameplay. -2STR for one day, +2STR for the next day. I'd say no more than -/+2 at first--with feats or Feruchemist prestige class levels allowing you to do 4 or even 6. Storing senses could be covered with WIS, and health with CON.

Alternately, if you want to get into the specifics, you could try something where when you land a hit, you can use a smaller damage die (a d4 instead of d6) to "store up" strength. Then later, when you need it, you can trade in one of those stored moments (which would be capped with a maximum number that could be stored at once, to be raised by requiring you to find special metals) to raise a damage die during a climactic battle--maybe making your d6 into a d10. You could do the same thing with spot checks (take a penalty for specific rolls to be able to add to the later on.) HP could be done the same way--drop your HP for a battle to "store" then raise them for another battle.

This is more of a tweak to the way the books use the magic, but the idea is to make certain your cost is still a cost. You get ahead by choosing the times to - or +, making it fun--but you are always paying a price.

So the first question I'd ask myself is do I want this to be a time period thing or a specific instances thing--which would be more fun to play? Then ask is this about attributes or specific skills/hit points, etc? Define some rules, define how you get better, and then have fun within the system.

Personally, I'd avoid the will save as a cost to drawing out the attribute or ability. Perhaps make it require concentration checks if you want to make it tougher--but requiring a will save to magically gain strength doesn't feel very "feruchemist" to me and downplays the real fun you could have with the character. Role playing a day spent with very low spot checks, or a terrible constitution, could be really fun.

I'd also figure out if you can do some kind of "super move" with the abilities by storing up a whole lot. (Like ten units, however you decide upon them.)

My take on the attributes: Iron: To be used in a role playing way, making yourself lighter or heavier, with no battle implications. Steel: Increase/decrease movement speed in a fight. OR under the effects of a "slow" spell for a day, vs under the effects of a "haste" spell. Super move: Very limited time stop. Tin: Spot Checks or WIS. Pewter: STR checks, damage die, or +/- damage to each hit. Zinc: Bonus to hit (for thinking through the situation) or bonus to initiative. (With corresponding negatives.) Brass: Specific fortitude checks.Copper: Mostly role playing. Memorize a book, or an entire library, if given time. Blank things from your mind to prevent mind reading. Bronze: Mostly role playing, with (perhaps) being able to "rest" immediately and get back any abilities that come with it. (Haven't played 5e--these were big in 4e, but don't know if they kept them.)

These metals are going to be rare.

Cadmium: Not having to breathe for a time could have all kinds of applications, though I'd love to hear you role play hyperventilating all day for one session. Bendalloy: Not eating and storing calories. Great for role playing.Gold: CON bonus, hit points, or something like that. Sudden healing is great for gaming. Electrum: General bonus to all skills. Chromium: Bonus or minus to any roll.

The rest aren't even understood in-world, so I'd stop there. If you go all in on this, I'd say you need some kind of class built around it--perhaps a rogue or monk base, replacing their bonuses with feruchemical abilities that you gain over time.