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Briguy123

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Everything posted by Briguy123

  1. Even though I don't like AD&D, I loved the spelljammer setting. I for one would be interested in seeing your conversion notes.
  2. I am building a character that can exude a noxius cloud of smoke around himself. I have purchased it as a 2d6 explosive NND with no range and 0 end. I want the cloud to remain centered on the character and affect anyone walking into it. Do I have to apply the damage shield advantage to the power?
  3. Re: Flagsuit Naming Help Fist of Freedom The Sentinel I'm stumped The Spirit of '76 The Spirit of Freedom
  4. The Coin of Thelonius Xandros the Seeker is a god of many aspects. Most notably he is a god of travel, knowledge and exploration. However he is also known as a trickster. One of his devoted followers, Thelonius, an accomplished spy and diplomat, commisioned a special item in honor of Xandros. It was a coin made of silver mined from Mount Selkir where legend has it that Xandros won his wife, Lunara's freedom by luring Zarath, Lord of the Darkness into playing a rigged game of chance. The coin was minted in the high temple of the holy city of Xandrion and blessed by the High Priest of Xandros himself. Thelonius carried the coin as a luck charm. Later, while on a diplomatic mission to the Empire of Xapat, documents of a rather sensitive nature were discovered on Thelonius' person (no doubt planted there by some unscrupulous courtier looking to discredit him ). Thelonius was taken into custody and sentenced to death on the spot. As he was preparing for the end, Thelonius called upon Xandros to make the journey to the afterlife a safe one as he clutched the coin in his hand. This enraged one of his captors who snatched the coin and hurled it out a window. Fortunately for Thelonius, Xandros was in a particularly good mood that day and responded to the prayers. As the coin struck the ground Thelonius disappeared from the grasp of his captors and reappeared at the spot where the coin fell. Thelonius, realizing that discretion is the better of valor, fled with the documents still in his possesion. Thus was a sinister plot to assassinate the High Prince of Xandrion thwarted. From thence forth Thelonius never willingly parted with the coin, and it saved his life on a least two more occasions as recorded in the scrolls of Thon. There is no record of what happened to the coin after Thelonius died. The Coin of Thelonius 10" Teleport, 0 endurance, OAF (coin), gestures (someone must fling the coin), Side effect: 10" accidental teleport versus the owner when somone else flings the coin. Active cost: 30 Real cost: 11 2d6 Luck OAF (coin) Active cost: 10 Real cost: 5 Total cost: 16 Thelonius occasionally found the coin to be a mixed blessing. One notable incident involved one of his many paramours finding him in flagrante delicto with a chamber maid. The enraged woman took his luck charm and threw it into the fire place. Thelonius acquired some unusual burn scars on his tender parts as a result. I did not take the independent disadvantage for either power, because, while the coin may be taken from its true owner temporarily, it always manages to return. The coin was once stolen form Thelonius by a rival. However, three weeks later he went fishing and caught a fine perch. When he was cleaning the fish, for supper, he found the coin lodged in the fish's stomach. How a PC becomes the true owner of the coin is up to the GM.
  5. Re: Re: Re: Re: Species Traits Why did you smack me? I was only pointing out the obvious. I shouldn't be PUNished for that!
  6. You realize of course that if this character were ever convicted of a crime, but managed to evade the authorities, he would thn be a small medium at large. Sorry, I couldn't resist. That was an inside joke from a Role Master campaign I was once involved in.
  7. I can see your point, but I like running games where warrior mages are a viable option. One of the ways I try to limit mages is to limit the number of points that they can spend on magic. In the short run campaign I mentioned in my first post, the two dedicated mages were only allowed to spend 20% of their total points on magic and skill rolls were limited to 13<. This seemed to provide some balance, because the fighters did not have to worry about whether or not their weapons would work in a given phase. Additionally, spells over 15 active points were required to have a side effect, and spellcasting always required the concentration disad which lowered the casters DCV. This made casting spells risky enough that the mages were very careful about when and where they used magic, and often took extra time when casting a spell to ensure success. However, as I said before, it was a short campaign. A longer playtest may be required to work out the bugs and balance issues may become apparent during further playtesting.
  8. As I mentioned in an earlier post, it is my opinion that since any character can use a weapon or tool without paying points for the power, and spells can are essentially magic-users' weapons and tools, I think it is fair to allow characters to use certain powers as long as they purchase the requisite skills. For the sake of balance spells created by players are subjected to intense GM scrutiny. Making the player pay for the VPP would lead to mages that spent all their points on spells with little left over for other skills, and I run a skill intensive game. It seemed to work out well in the first play test. The two dedicated mages spent about twenty-five or thirty points on spells starting out which allowed each of them a decent number of spells (About five each, I think, though I don't have the character sheets handy to check this). The spells ranged in power from a 3 PD/ 3 ED armor spell to a 1.5d6 explosive RKA. Because the spellcasters had just finished their apprenticeships, I limited the skill rolls to 13< and some of their spells were as low as 11<. Both mages were somewhat skilled at normal combat, but could not stand up one on one vs the groups frontline fighters without the use of spells. However, I agree that using this method without the GM enforcing some character creation guidelines, could lead to some very unbalanced mages. MSL's and overall skill levels are the only levels that can be applied to a spells skill roll or increase it's effect (2 MSL's can be sacrificed for an increase of 5 active points in spell power). Combat skill levels are used to target spells which require to-hit rolls, but may not be used to increase skill rolls or boost power effects. Thanks for your input.
  9. Yes. Again you are correct. FOR GOD'S SAKE, GET OUTTA MY HEAD YOU FREAKIN' MINDREADER! To answer your question, magic spells will be treated as skills in all respects. Below is a breakdown of how magic skill levels (MSL's) work when applied to spells. 1 pt. = +1 with any one spell or alchemical formula 3 pts. = +1 with a narrow group of spells or formulae(e.g. all fire spells or all healing potions). 5 pts. = +1 with all spells or all formulae. 8 pts. = +1 with all spells and formulae (for those that have chosen to master both alchemy and wizardry). Levels can be applied to either increase the chance of successfully casting the spell or in some cases to increase the effect of the spell. Since CSL's can be spent on increasing a weapons damage, I think it only appropriate that the same mechanic be applied to magic. I particularly like my players to use the 3 pt. levels as they lend themselves to creating a magic user with a theme. Skippy, as the resident master of storms, you might find it very useful to buy several 3 pt. levels with all weather spells.
  10. In the new campaign I'm writing up, I'm going to try a new approach to magic, and I would like some feedback. I am treating each individual spell as a skill. Spells are purchased as 2 pt. skills much like science or professional skills for 3 pts. the character gets the appropiate stat roll (Int. for alchemy and ego for wizardry). Every additional point grants a +1 bonus to the skill roll. There are also appropriate skill modifiers. "Alchemist" grants the charachter a 1 pt. cost break on alchemical formulae (spells) and "True Mage" grants the same for wizard spells. However, skill rolls are modified by the real point cost of the spell. For every five real points the spell would normally cost, there is a -1 modifier to the skill roll. Example: Skippy the grand master of storms wishes to learn a lightning bolt spell. The lightning bolt is defined as a 2d6 RKA that is indirect (it comes down from the sky) the active point cost is 45. However, the spell can only be used outside (-1/2), requires incantations, gestures, full phase activation and 0 DCV concentration. The total disads equal -2.5 for a real cost of 13 points. This gives the skill roll a -3 modifier, thus for 2 pts., Skippy can successfully call lightning on a roll of 8< (11< with the -3 modifier). The roll can be increased on a 1 pt. per +1 basis, so if Skippy's player spent five more points, Skippy could successfully cast the spell on a roll of 13<. This would normally cost a total of seven character points; However Skippy's player purchased the skill modifier "True mage" so Skippy gets a 1 pt. cost break. The final result is that Skippy the Storm Master can successfully call lightning on a roll of 13< for a total cost of six points. I have several reasons for designing my system this way. First and foremost, I think that since all characters can wield a weapon without paying for the relevant power, alchemists and wizards should get the same consideration. What they are paying for are the skills to effectively wield magic just as warriors pay for the skills to effectively use weapons. I'm hoping that the negative modifiers associated with the real point value of a magic spell will help adjust for the fact that many magic spells are more powerful and/or effective than a standard weapon. Secondly, I don't like the magic skill roll mechanic as outlined in FREd. In order to have any hope of reliably casting a powerful spell, a mage must buy up his magic skill roll so high that he can automatically cast weaker spells even if they are spells that he just learned and has little or no practice wielding. Using my system, the mage's ability with a given spell is dependent on the time and effort (i.e. experience points spent) he put into learning that spell. I've already run one short campaign using the new magic system and haven't run into any major problems. However, as I said, it was a short campaign. More experience may reveal unanticipated problems with the mechanic. I would appreciate input from anyone about my ideas. If you can think of any potential problems that may arise or suggest improvements I welcome your suggestions. Even if you think it stinks and that I should scrap the idea, let me know, but please explain why you think it stinks.
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