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Alcamtar

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Everything posted by Alcamtar

  1. Extra Limb (5), invisible (+1), only for weilding two-handed weapons in one hand (-1), real cost: 5 Mike
  2. Why not just have the characters raise their defenses? If you want to reduce STUN 20%, figure out how many points that is and then recommend they buy more PD and ED. You could even give bonus XP to pay for it, and could also alter the NCM limit on these if that is a problem. Personally I'd find it easier to just subtract my defenses in combat (which I have to do anyway) than to compute 25% every time I get hit. Mike
  3. I am thinking about how I want to do religion and priests in my next campaign. I don't want the gods to jump at the mortals bidding (aka, casting spells), I want there to be reason for doubt as to whether the gods even exist and whether they respond to a prayer, and I want obvious miracles to be rare and powerful -- no limits on Active Points or effects. I tried doing an uncontrolled cosmic VPP in a previous game, but it was a royal pain to GM because it created a lot of extra work, when I even remembered to use it. I'd like to let the player trigger it, without knowing what he's going to get, and without me having to compute a power on the fly, and without having an AP limit on the result. Anyway, I'm thinking of making miracles a Contact perk: you can pray, the GM will roll secretly, and the god may intervene... but you usually won't be sure. The action will usually be subtle and non-obvious. A response could range anywhere from 1 point to 1000+ points of effect, flashy or hidden, and it may not be exactly what you asked for... after all, the god may have his own ideas. Since it's a contact, the priest will have to work to maintain the relationship, watch what he says, etc., or he could *lose* it. What should such a perk cost? Given the extremely useful nature of the contact, all adders except "good relationship/slavishly loyal" seem appropriate, so a (8-) god contact would cost 18 points. Does that seem like a reasonable cost to have a direct prayer line to God? How about an additional modifier: Base 8- prayer contact: 18 points Base 11- prayer contact: 21 points Each additional +1 roll: +3 points x1 may get minor personal effects x2 may get moderately powerful effects x3 may get powerful effects x4 may get flashy, epic effects x5 may get legendary effects So Moses with 18- legendary (x5) faith, has a 210 point contact, and can call up earthquakes, part the sea, and so forth. Another way to handle it would be Luck, but that doesn't scale up so easily. Luck would be more like having a saintly grandmother who prays for you every day. Anyone else try to do this? Any ideas for other ways to do it, perhaps using the standard powers system? Mike
  4. If a VPP was purchased with 16 Charges (-0) on the control cost, would that mean that the entire pool is usable 16 times per day, or would it mean that each power in the pool must take the 16 Charges limitation, or would it mean that the pool can only be changed 16 times per day? Also, would Charges on the pool mean that all powers in the pool have no END cost? Thanks, Mike
  5. If a character has a continuous Aid (or similar adjustment power with maximum effect), does he roll the Aid dice each phase until the maximum effect is reached, and then stay at the maximum effect for as long as the Aid remains "on"?
  6. Good call, I missed that. But I think that makes it awfully cheap... the costs would be: up to 44 AP spell: "Scribe Scroll" is 11 AP, 1 real up to 76 AP spell: "Scribe Scroll" is 19 AP, 2 real up to 108 AP spell: "Scribe Scroll" is 27 AP, 3 real For 1 CP, a typical heroic wizard with a 40 AP limit could make scrolls of any spell he knows! If you want scrolls to be commonplace and cheap so that every wizard keeps a few on hand, this would do it. (I'd enforce the INT/5 limit though; so you can trade scrolls with another wizard to obtain spells you don't have access to, but you can't collect and carry around a truckload of them.) But if scrolls are to be uncommon and valuable, then I think I'd have to disallow this method and stick to method II, so that each one costs CP. Mike
  7. Here are three methods for creating scrolls as templates. That is, you take one of these templates and apply it to any spell you know in order to create a one-use scroll of that spell. I think I am going to allow all of these as options. METHOD I: Naked Trigger This is a new "create scroll" power, purchased as a naked advantage that can be applied to any known spell up to 40 active points. It requires one day and expensive ink, and produces a scroll. Creating a scroll also requires a skill roll against PS:Scribe. Skill rolls for scribing and spellcasting (if any) are made at -6. The spell on the scroll is triggered by reading. Reading a scroll requires concentration at half DCV, light to read by, and a loud incantation; a scroll cannot be triggered in darkness or silence. Naked Advantages (up to 45 AP): Trigger (+1/4) and Usable simultaneously by others as attack (+1), Universal OAF Fragile Very Difficult scroll (-1 3/4), Extra Time: 1 day (-4), Incantation (-1/2), Concentration 1/2 DCV (-1/4), RSR (-1/4), Restrainable by darkness or silence (-1/4); LIMS -7, ACTIVE 56, REAL 7 Variants 15 AP spell: create scroll is 19 AP, 2 real 30 AP spell: create scroll is 37 AP, 5 real 45 AP spell: create scroll is 56 AP, 7 real 60 AP spell: create scroll is 75 AP, 9 real This is not an independent item, it is a power, which is why Usable By Others is necessary. Campaign Rules: This ability must be purchased outside any power framework, although it can be applied to spells within a power framework. Scrolls may be freely scribed and sold (subject to focus cost and availability), but the limit on scrolls scribed and retained for personal use is INT/5, same as for Delayed Effect. METHOD II: Independent Naked Trigger This method is also a naked advantage; what it does is create an independent Trigger for a character power. Since it is Independent, the Usable by Others is unnecessary. Since the character already paid for the power itself and can use it any time he wants, paying only 1 CP for an independent trigger seems fair and balanced. As with method I, the spell on the scroll is triggered by reading. Reading a scroll requires concentration at half DCV, light to read by, and a loud incantation; a scroll cannot be triggered in darkness or silence. This method does not require a scribing skill roll. It is very cheap if you only rarely need to make a scroll, or need to create scrolls for really huge powers. Naked Advantage (up to 80 AP): Trigger (+1/4), Independent (-2), One nonrecoverable charge (-4), Universal OAF Fragile Very Difficult scroll (-1 3/4), Extra Time: 1 Day (-4), Incantation (-1/2), Concentration 1/2 DCV (-1/4), Restrainable by darkness or silence (-1/4); LIMS -12 3/4, ACTIVE 20, REAL 1 For 1 CP you can write a scroll for an 81 AP spell For 2 CP you can write a scroll for a 136 AP spell For 3 CP you can write a scroll for a 191 AP spell The key of course is that the character must have already purchased the spell as a power (or part of a framework), which puts an effective limit on the size of the scroll. METHOD III: Independent power template This follows the standard method for creating an Independent one-use item, provided for comparison. The advantage here is that you don't have to buy the spell separately; you can use this to create scrolls of spells you don't even know. Any power up to 16 AP: Delayed Effect (+1/4), Independent (-2), One nonrecoverable charge (-4), Universal OAF Fragile Very Difficult scroll (-1 3/4), Extra Time: 1 Day (-4), Incantation (-1/2), Concentration 1/2 DCV (-1/4), Restrainable by darkness or silence (-1/4); LIMS -12 3/4, ACTIVE 20, REAL 1 Creation costs (not including the Delayed Effect advantage): For 1 CP you can write a scroll for a 16 AP spell For 2 CP you can write a scroll for a 27 AP spell For 3 CP you can write a scroll for a 38 AP spell For 4 CP you can write a scroll for a 49 AP spell For 5 CP you can write a scroll for a 60 AP spell For 6 CP you can write a scroll for a 71 AP spell For 7 CP you can write a scroll for a 82 AP spell Mike
  8. Alcamtar

    Scrolls

    I tend to see scrolls and potions as two sides of the same coin. It's flavor. Spells that affect the body, such as healing or water breathing, seem natural as potions, while scholarly metamagical spells, like wards and summonings, seem much more appropriate as scrolls. Lightning bolts don't seem appropriate as scrolls OR potions... wands are better for that. So scrolls are nifty when you want a one-shot magic item that just doesn't seem appropriate as a potion (or something else). Also I don't see much reason to limit myself to D&D types and forms. Why couldn't a scroll be runes scribbled on a stick, or a tattoo, or ethereal glyphs floating on the surface of a magic pool? A one shot spell could be a potion, scroll, wand, gem, powder, amulet, herb, feather, rabbits-foot, or whatever. Mike
  9. I'd offer an alternative "inverted" (roll high) attack roll: dice + OCV >= 10 + DCV and DCV hit = dice + OCV - 10 Same probability, but a little easier to calculate especially for newer players coming from systems like d20. Mike
  10. Alcamtar

    Potions

    I want potions to be cheap enough to be somewhat common, but not so cheap they're sold in stores, and I want the ability to control/limit availability. I'm debating between (A) Trigger with OAF: expensive/rare components, or ( Independent with ~250 continuing charges Trigger without rare components seems like a giveaway with no real limit on production. I could see a group whipping up three dozen potions for an expedition, or selling them to solve all their money problems. Independent is expensive, but with lots of continuing charges makes the cost-per-dose vanishingly small. Anyone else have alternatives you're using? Mike
  11. For the disarm ability, how about: 21 STR (21 AP) 1" stretching (5 AP) Martial Disarm Maneuver (4 AP) That costs the same as the TK for pretty much the same STR, but adds in the Martial Disarm maneuver, which seems very appropriate. Just a thought, Mike
  12. From one of my generators... Myroff the Seer Yleniach the Priest Seliel Irongem Tallan Thunderarm Yrorg the Kind Mordiwell of the Green Tower Glenath the Baron Olamund Fletcher Freyerith the Stinking Toror the Woodsman Relen Grayshield Ewlea the Elder Frank Thunderwine Benerith the Lionhearted Tralaffe Slugshaft Yneymir Songsmith Randorm the Bloody Alard Orc-lover Falay the Odorous Galowan Silversword Jalarand the Quick Jenny the Magnificent Rudiol the Evil Krela the Knight Stenir Bonebow Torlar Orc-lover Ayerimmar the Whisperer Rygith Soulcatcher Paril the Alchemist Urace the Cat Benerith the Merciful Thoriwell Firegem Branderre the Brooding Talawn the Hammer Cherarn the Woodsman Mordcith the Quick Lola Swordmaster Hera the Wanderer Karelen the Count Jaand Ferrier Spelle the Elf Trancith Icelock Mirweth White-eye Gorlur the Hobbit Marfa Dog-biter Kusle the Idiot Torion the Merchant Harold Wartface Yronure Smith Tranarn the Carpenter Ithesha Shortknife Torail the Fair Flimred the Black Haerure White-eye Spelmoth the King Glenowan Grayaxe Ratharoch Nightstalker Ewerith Ironside Ethel the Craven Siwell Foulbreath Wenail the Hobbit Ilair the Slayer Taru Dog-biter Axick Bonearm Ken Blueblade Arimar of the Dark Tanagh Sunhelm Lenance of Avallon Rewagh the Droll Lorair Brightjewel Imalf of the Sore Knees Cralness the Axe Fore Spellrobe Torend the Axe Gileme Slackjaw Ryglin Ironside Kalga Trollbow Bari Glowingblade Gyeme the Valiant Rygiel Skullelixir Chere Fellmace Rygrog Chillstaff Marvin the Generous Jalarmoth the Loud Hank the Dwarf Pyrawen Silverbottle Aleneel the Wrathful Ned Shadowsword Sile the Flame Gystaff Blackwine Hrothgul of the Dark Marvin Blackcloak Gylow Littleblade Afon Ashenhand Hrothuril Glowingblade Brandere Goblinlock Loreme Oddjaw Wenstaff Wartface Meroreth the Generous Inge Hammerfist Gwarweth the Magnificent Kreliel Glowingspear Ylenion the Witch Earalen the Blade Sunn Littlemace Brianaera the Green Wiluth the Elder Briangul the Paladin Galo the Red Alenox Haptooth Rygleth the Strong Roshlew Slackjaw
  13. That is a good one. Personally I prefer to account for everything. I don't generally treat food ala carte, characters pay a flat per-day cost for either rations or lodging/accomodations. If they have a house, they have a weekly or monthly "grocery bill". They often pay a week in advance to avoid the daily hassle. Personally I don't think it's difficult to keep track of it at this level. You buy two weeks of rations or accomodations, and once per day add a mark to the tally until you run out. In a tavern, I let them order what they want in keeping with roleplaying, but generally still charge a generic flat sum for the meal. (On occasion I've made up menus with strange foods and prices ala carte, and these are fun, as long as they are the exception and not the rule) I also account for adventuring gear individually, and if it isn't written on your sheet you don't have it. This keeps arguments to a minimum. Of course players forget to mark things as used unless I remind them. I think one source of complaints about shopping is when players have thousands of gold in money but still have to haggle over a mere dagger or bottle of wine. It seems like pointless trivia. I have taken to limiting money in the game to make the accounting seem meaningful, but that seems to cause different complaints. A possible solution would be to account in 'thresholds'. Anything that costs less than 5% of your total wealth is "free" and you don't need to account for it. Large collections of small items are accounted as a group -- the party spends all day shopping, and the GM charges them $300 for everything without breaking it down. This would be an estimate, not that the GM is keeping track of it all behind the screen. Wealth might be recorded as "16700 gold (threshold = 835)" Players also sometimes to balk at complicated coinage systems. Mine will put up with gold/silver/copper at 1:10 ratios, but not with english pence/shillings/pounds. And they hate to make change. I'm thinking of going to a pure silver standard in the next game -- different types of coins exist, but everything is accounted in "royal pennies" without regard for specific denominations or metals of coins... the same way we keep track of $167.63 without worrying about dollars, nickels, pennies, dimes, etc. Using a generic undifferentiated decimal system will greatly ease bookkeeping with only a slight loss of detail. I also want to experiment with counters. Give the players a physical pouch with plastic faux coins and let them spend as they wish. No more accounting, just look in the bag and see what you've got! I also want to try this with daily rations (perhaps using candy). Mike
  14. That works for large spending, but the problem I usually run into is free unlimited mundane items, especially for expendable items. If a character can afford to hire some guards, and those guards get killed, he just goes and hires some more. And if they keep shopping in small amounts every day, pretty soon they're packing around hundreds of arrows, spell components, and so forth. Then they start bartering a large pile of regular stuff for something superior. At some point this beggars belief, because he's obviously spending way too much, but there's no way to manage the minor day to day purchases. It's abuse-by-micromanagement (which is weird because complaints about micromanaging money is what prompted us to use wealth in the first place! I guess micromanagement becomes attractive if you find you can abuse it for personal gain...) I used a burnout roll to handle this at first (and also spell components), but uun into a problem where "you reach into your pouch and discover it's empty", which of course prompts the response "why didn't I notice it was getting low?" This can lead to very frustrated players. A second approach was to forget money and equipment lists altogether and give each player a backpack with an activation roll based on his wealth. Need some rope? Roll to see if you have some... But this leads to arguments that "of COURSE I would bring that!" Savage Worlds has an ammo mechanic where you make a burnout roll and if you fail, your supply drops to low; if your supply is low and you fail a second time, you have enough for one last shot, but then it's gone. If your supply is low and you resupply, it returns to normal. Something like this would at least provide some warning that you're getting low and continued expenditure will leave you broke. Mike
  15. I like this hybrid approach, especially the debt idea for low wealth. Do you allow "buying" a wealth perk with money as an investment? For example, to get $100,000 annual wealth as an ongoing perk, the character may need to invest $1 million in a suitable source, but otherwise need not pay character points for it. ("it takes money to make money") Of course that would imply that you could also convert a wealth perk into hard cash as a "sale", more than the perk is worth, but losing the perk in the process. Sort of like liquidating your estate to raise huge sum of money. Mike
  16. Alcamtar

    Free Adventure

    Cool. I can always use stuff like this. Unusual take on a "tomb", what with kitchens and bedrooms and stuff, not what I was expecting. They'll probably be convinced they missed something, and those darn ants keep showing up... ;-) Should perplex the players a bit, especially if they're all geared up for the traditional burial complex. Where is Rakoss? His frozen body should be in there somewhere. Probably got eaten by ants. I wish I could see the bull under the pedestal... Mike
  17. Nice, very thorough; you highlighted a lot of minor details and it comes across as "reasonable, not overbearing". I am going to use your format as a model for my own (TBD) guidelines. Thanks! The various character-building specializations were interesting, haven't seen anything like that before. It's an idea I'll have to consider. I noticed you didn't say anything about whether Combat Luck is stackable with regular armor. Does 40/60 limit on spells mean max 40 AP in the base power, and max 60 total (incl. modifiers)? Does the "Adept" limitation also imply that all spells are "noisy" to a certain degree, or does it only apply to characters not spells? Mike
  18. Do you use the perk system for wealth, or coin-based accounting like in D&D? I've tried wealth systems a few times now and it always feels very arbitrary. It seems to boil down to "do I want you to have that right now or not?" and takes away a lot of the detail of adventuring. Accounting provides motivation (when you run out), it can provide a goal to work for, keeps things fair and non-arbitrary, and lends an aspect of realistic detail. On the other hand, some players find it tedious and annoying. Do the two systems work better with different styles of campaign? I can imagine that a purely political campaign would work well with a wealth perk (fortune is constant, everyone has money, treasure and money are insigificant to the story) The more traditional traveling adventurer campaign perhaphs works better with accounting (fortunes rise and fall, treasures are found and lost, and heroes always need to replace/upgrade gear and spell components). Why would a wealthy and sane person crawl into a dark hole and face undead when he can hire a more capable person to do it for him, assuming he even has a reason for it? Also related is encumbrance. Anyone use this? None, partial (armor only), or complete? It seems important when you're looting a dungeon, carrying all your worldly possessions on your back through the wilderness, or wearing a personal arsenal into battle; and not very important when you're living in a house in town and rarely wearing armor into battle. Looking for discussion and perspectives, Mike
  19. Thanks everyone for your responses. A quick point of clarification; the player is not being overtly abusive. He loves to play noble and wealthy characters, but he was tending to just put a few points into perks to be a duke or archbishop-inquisitor or whatever, and then spending *everything* else on adventuring skills. He was expecting to get a lot of mileage out of his status and wealth. This was as much my fault as his, for failing to lay down the ground rules. He's a good player, he just needs clear parameters and a firm/fair GM. About the "ordering commoners to fight" and "ordering surrender" he wasn't being abusive so much as he was relying solely on his perks to play a persuasive, overbearing, arrogant noble. He was getting free labor, pressing city guards into service, cowing people into surrender in exchange for leniency, that sort of thing. I wasn't sure if he had the right to demand favors, render justice, and extend leniency to another man's subjects. Since he seemed to know more than I did (he's good at bluffing), I let it slide and vowed to do my homework next time. :-) Anyway this is lots of good suggestions and info. He just needs to pay fairly for his character concept and abilities. I need to define the world's sociopolitical structure more clearly. I think I'll write up some sample nobles. Thanks, Mike
  20. Re: Rank has it's limits... Do you have any more information on this? I suggested this previously, and he argued that he'd appoint a steward to manage his estate in his absence, so that he could wander at will. All he'd need to do was go home every now and then to collect his income, or just write letters of credit to be charged to his estate. Of course the GM can have all sorts of fun with dishonest stewards, incompetent stewards, and so forth, but is there anything that would outright prevent this, like having your title revoked; is there some reason you *need* to be around? Any historical precedents or sources? After all it's easy to say but to enforce it in the game a GM needs believable facts and arguments, or the players will cry foul. (I could say I don't know enough to GM it effectively, so pick something else. But if I can wing it with a few rules of thumb that would be better.) Mike
  21. I am contemplating running Fantasy Hero, and have a player who is almost certain to take some sort of nobility perk. I think he sees it as a cheap (2-3 points) powergaming way to greatly increase his character's power. I tried this once before with him and he was trying to do things like -- ordering commoners to fight for him -- ordering people to surrender -- ignoring laws by being above them, and being immune from punishment -- license to kill; to render low justice on the spot -- getting bonuses to presence, influence, negotiations, etc. -- probably lots more... Anyway I think the perk is way too cheap to give all that. Also I think I don't know nearly enough about nobility to really run it effectively, with the proper responsibilities and limitations and stuff. So, how to you do it? How much privilege should be granted by this perk, and how much should you have to buy? I'm thinking that things like "license to kill" and "low justice" should be bought separately, even if they are normally automatic with a noble title; likewise for PRE bonuses and stuff. I don't want to categorically disallow it, but I don't want to be a pushover. He'll probably take "filthy rich" too, since that's another source of incredible power for relatively few points. Looking for help and suggestions here. Do you even allow these? If so how do you handle them? Mike
  22. (I don't have HSB handy so sorry if I duplicate anything) Lots of "generic template humans" -- the most useful Hero monster writeup I ever had was the Ruffian/Bandit/Enforcer/Leader from old 1st edition FH, even after I upgraded to 4th edition. Also, "generic template demi-humans". Dwarven blacksmiths, elven scouts, halfling innkeepers. Speaking of which, some normal (non adventuring) folk: innkeepers, sly-tongued merchants, crusty sea-dogs, aloof princesses. Knights! Why does every bestiary include everything EXCEPT a classic knight-in-shining armor, complete with steed and lance? He'll also need a squire. Make him generic of course. A couple of NPC adventuring parties, like in the old Rogues Gallery from TSR. Also a couple of merchant caravans, complete with guards. Also a detachment of city guards. These are commonly encountered, but time consuming to set up because of all the characters required. I want something I can open the page to and just use without needing any customization work. A few high level wizards, kings, patriarchs, etc -- not bad guys, but not allies either. Powerful or influential people that can spawn adventures and can easily be dropped into a campaign. These work best if they follow some common generic archetype, like Gandalf. An evil mastermind or three. The generic sort -- a wizard, a dark priest, an ambitious warlord. These don't need to be Turakian. Make them generic, the sort that could pop up in any city or kingdom. Stuff like this makes it easy to get a campaign going NOW, without spending three months worldbuilding and creating villains, and if they're generic they can be reused. Also they make great lieutenants for... at least one COSMICALLY POWERFUL dark lord. Like Iuz in the old greyhawk setting, or Sauron. The sort of guy that can serve as the focus for an entire campaign. Or, he can be a drop-in complication for an existing campaign, providing a diversion or counterpoint or rival or ally to a GM-created nemesis. If nothing else he makes a great example for creating your own ultra-villain. Again this makes it easy to get a campaign running quickly, and also makes it easier for those GMs who prefer not to create everything themselves. Classic fantasy monsters... that is, clones of things like owl bears, carrion crawlers, purple worms, mind flayers, rust monsters. File off the serial numbers and throw in an odd twist or two to surprise the grognards. Lots of undead, in every variety. Include some unusual/giant ones. I really like the Nightshades from D&D. Plants. Man-eating trees, shrubs, seaweed, moss, grass, slime, fungus. Fungus-people. Sentient trees. Familiars. Animal companions. Monsters and critters that have an interesting 'yield' -- that is, body parts that may be useful to the players. For example, in old D&D, fire beetle glands could be used as light sources. Dragon's blood may have magical properties, etc. Also I like the idea of some sort of encounter balancing system, or at least a discussion of it. Mike
  23. In my game, I required a noble character to take perks for both title and wealth; he had no followers as yet, or castle (which would have been a base). I think I'd handwave the lands... he can claim any land he wants, but defending that claim and seeing revenue from it are another matter entirely, a great source of adventures, and a good reason to invest in castles and followers. I'd be tempted in a heroic game to use money instead of points, except that castles are horrendously expensive; they could take 10 years to build and 50+ years to pay the debt off, during which time you need to manage your fief and keep the money rolling in. Castles were also developed over *generations*, each successive ruler adding on a tower or gatehouse and taking 10-30 years to pay it off. Interesting but not very adventurous, and it adds a lot of business accounting to the game. If you want to play it out like that then use money instead of points, but if a character just inherits a castle or has a genie conjure him one, then paying points accomplishes the same thing much more quickly and easily. Mike
  24. I don't require points for magic items, although I would allow payment as an option. Essentially if you pay points it becomes a permanent aspect of the character (probably removing them Independent limitation) -- you may lose it, but you'll always recover it or be able to build a replacement at no point cost. OTOH if it stays independent, it could be destroyed or lost. Well, if you use a VPP then the spells are essentially free. But otherwise I'd make the wizard pay for spells acquired. Some things to think about: If a fighter finds a "Training Manual" that can give him a +1 CSL with All Combat, do you make him pay points if he wants to acquire it? I would -- it takes time and effort, and is a permanent addition to the character. Same for the wizard: learning a spell is not a trivial thing like brushing your teeth, and permanently changes the character. You can always let a wizard cast a spell out of a book -- either treating the book as a magic item, or just as an ordinary book -- but make him take extra time and maybe a penalty to his Magic skill. This way they *can* use a book without memorizing it, but if they want to make it a permanent part of the character, like a skill, they can pay points for it. Finally, I'd point out that magic is FAR more useful than a +1 sword. With magic you can not only kill stuff, you can kill stuff at a distance, kill lots of stuff at once, fly, turn invisible, summon critters... IMO it needs to be limited far more than a mere sword. If magic is limited to making touch attacks then sure, let'em have it for free! I'd let a wizard use the Cramming talent to acquire a spell temporarily. It occurs to me that an interesting way to build a wizard would be to take all spells with the Independent and IIF Focus:Spellbook limitation -- you have to own the spellbook to cast the spell. You can leave it at home, but if you *lose* it, you lose the spell. In that case, I'd allow found spellbooks to grant new spells for free... if you steal a spellbook, the victim loses the spells and you gain them! Of course the GM can always steal them back again, or destroy the book. Anyway that's my take on it. Mike
  25. I like Delayed Effect for memorization. If the INT restriction on active spells gets int the way, either buy an Aid "only for memorizing spells" or buy limited INT. Personally I like having a sharp restriction on the number of active spells... you can always make memorization fairly quick. If you are only doing memorization because you want to have spellbooks, I have a mechanic that requires spellbooks without resorting to memorization: Each spell requires a Knowledge Skill. You can do this like GURPS with one KS per spell, or buy spells in "colleges". In any case, every time you cast the spell, you have to make a KS roll to remember it. If you fail the KS roll, you have forgotten the spell until you take time to study it again... maybe 1 minute per active point in the spell. This is also nice because you can read a spell directly out of a book if you want to be sure you get it right the first time; this takes extra time (maybe 3 steps down the chart) plus light to read by. Also it's a great reason for villains to read their Spell of Earth Destruction from a giant grimoire, and also allows heroes to cast spells without spending skill points on them. ("Sure I can cast a spell to open the lock... but I'll have to look it up, and it'll take some time.") Anyway, that's the core idea. It's easy to adjust for personal taste. Mike
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