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Kesedrith

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Everything posted by Kesedrith

  1. I just have to ask: are energy attacks really that rare in most of your fantasy settings? I use flaming oil, burning pitch, magical energy effects, heat, and cold all the time. It sounds from the discussion that such things are a rarity in most of your games though? That question asked, I do rather like the idea of "Magic Defense," and may add it as a new figured stat (yes, I like those), or make it a purchasable talent for use against things that are more nebulous as to whether they're energy or physical. Sorry, but there's no doubt that a spell that shoots a cone of fire from the caster's finger is doing energy. If it's a stone, it's doing physical. Then there are times when it's less clear, such as a mystical bolt that simply damages the target, or the caster who can summon a spiritual blade from nothing. Sure the former could be handled with ED and the latter PD, but thanks to this discussion, I'm wondering if that's really in flavor of the game where things that affect the spirit are an actual thing. Thus perhaps add an MD stat based from EGO, or just handle it as Mental Defense and everyone has that basic level. It's certainly something to consider.
  2. I think some are also missing the point that mages that go out adventuring are definitely NOT the Einsteins, or shouldn't be. Those guys ARE poring through the tomes and searching for lost or new knowledge. They send their apprentices and allow others to delve for the items buried in forgotten tombs. The ones who go out adventuring are the ones who've practiced and prepared for just that. Most of my "combat mages" have specialized in spells that buff their attributes, CV, defenses, or attacks. One even had a spell that produced "arrows of magical energy" that he shot from his bow so that he didn't have to worry about, or carry much, ammo for the bow. Others had the D&D equivalent of "Shocking Grasp" type spells that allowed them to deliver extra damage through their weapon or to always have a weapon at hand. Certainly they didn't have the "kendo" to go with that sword, but they didn't need it to match what the straight fighters could do. Their spells easily made up any gap, and sometimes allowed them to do things that the fighters wished they could pull off.
  3. I quite agree, and really wouldn't mind if they did take the BODY, CON, and STUN to stand right in there on the front line. That said, most of my players have, as I've mentioned, simply kept with lighter armor to give them some protection, but at the same time they have a pretty good DCV to just not get hit in the first place. I've even had a couple just use my rules to strap on a small shield or buckler, take their spells without gestures as a limitation, and add that DCV bonus. It's proven to be a pretty darned effective combination.
  4. I haven't seen this approach used, but if your magic wielders are penalized/hampered for wearing armor, cut that out. "But then I'll end up with full bore battle mages in full plate armor!" I've been using this option for my mages and have never had this happen. All of them wind up using lighter armors exclusively because they see the advantage in being able to move more freely. As Mr. Miagi said, "Best way not get hit is not be there!" Of course there's another part of it: make the fighters get -hurt-! This is critical. I have tended toward a melee character attrition rate of about one character per six to ten adventures, depending on how smart they play it. Magic users? Never lost a one. Just sayin'.
  5. I'll chime in that he should also have a Special Sense, as he can determine the guilty from the innocent, as per the jail scene in the first movie.
  6. I must admit that I'd go with something along the lines of The Day After Tomorrow as my scenario. PC's start out above the "evacuation line" and must now survive the hypercold storms bringing in the new ice age. After those storms, they must now still survive their changed world. Do they head south where they can work out that all 8 billion humans are crowded into a region within about 30-degrees latitude of the Equator and try to carve out a little piece of territory, or do they try to adapt and survive to the conditions farther north and less crowded? Either way, there are survival challenges as civilization and society break down, people start starving and freezing, etc.
  7. I will offer the Teletaster: Taste, Discriminatory, Analysis, Targeting....and ranged. Yeah, don't focus too long or hard on that passing garbage truck.
  8. tngecho, it seems you and I are in good company with "old timers" here, so I wouldn't worry about that. In answer to your question, I blush to admit that I'm so old fashioned that I still use notebooks and paper to build my worlds. As an example, my most detailed world started as a map on a 36"x36" hex sheet. I drew the map, thought about where geological features should be, what nations should be there, what wilderness/unclaimed areas should be there, the races I wanted, what were the relationship between all these groups. In the end I wound up with a world where there were two types of dwarves: mountain and hill. The mountain dwarves considered themselves the only "real" dwarves. They are a warrior people who dwell in citadels dug into the mountains of a central mountain range, split by a chain of volcanoes. They are a tough, disciplined, hard people who enjoy strong drink and battle between two honorable foes. For one to draw a weapon on you and proclaim he (or she) has decided to grant you the Gift of Battle(!) is a high honor. Both males and females are bearded and the braiding of the beard - with its knot work and decorations - tells you the clan, family, rank within both, occupation, and rank within that occupation of any dwarf. I'll stop there, but you can tell that I've drawn on several archetypal sources for dwarves, but have added some twists and flairs. Some has even been added by players being told basically the above, and then working with me to fill in any blanks that might come up. In the end, I have a 2" ring binder filled with notes on the Dwarves of Kardin, the nations of Kershalt, Eufaula, The Thousand Realms, and more. There's the legends of the First Emperor and his Companions who defeated Orcus and broke his scepter in the Demon Wars. Sadly, I think in various moves I may have lost that notebook, but the outline is still in my head. Anyway, I really set out to write that you should never underestimate the power of just buying a map sheet or a notebook, and just start sketching out notes of things you think would be neat to have in your world. Then start connecting it all together and expanding further. Maybe run a game or two and see what your players do with this sketch-start you've made, though I do recommend more experienced players for doing that. Hope this rambling bit was at least a little helpful.
  9. How did you come up with your 'handle' (forum name)? "Kesedrith" is a shortened, human-pronouncable version of the name of my dragon alter ego. Hey, you asked. What was the first tabletop RPG you played? My first RPG was the old, original, red-boxed D&D set, back in 1979. Yep, I'm one of those ancient-timers. What was the first tabletop RPG you GMed? The same as above. I was the first GM, having no clue what to do, for my first gaming group. What are you currently playing/GMing? Nothing. I moved to the Cleveland, OH area from the Atlanta, GA area about three years ago and haven't had the time to find a group to join up here. I'm trying to remedy this, so if you're in the Cleveland area.....
  10. The bad side of the complication doesn't just have to be from evil entities either. The High Priest Muckity-Muck may have plans and designs that could be benefited by drawing in someone with such a pure soul too. In the end, if it doesn't harm or hinder, it's not a disadvantage. If it doesn't actively help, similarly it's not a power/talent/ability. This may be something best simply woven in as character background and as something to be brought into play in the unfolding story as it progresses. (Great way of putting in character specific experience point growth.)
  11. I'll have to second a plug for a method like that used by Piers Anthony in the Incarnatiions of Immortality: all of the "gods" have some means, related to their nature, by which they cede their power to a new "office" holder. Death must murder its predecessor. Time must pass on the hourglass. War fades away when the world is at peace, but the sword of War finds a new wielder at the instant conflict starts again. Other possibilities along this line include methods such as shown in another Neil Gaimon story: The Sandman (American Gods has been mentioned.). Morpheus (Dream) was "killed" at the end of that series, but a mortal child had been born, and killed, within his domain, and so that child was the "new" Morpheus. I put that in quotes because he still had all the memories and experiences of the "old" Morpheus, just a new "body" and personality overlaying it.
  12. I must admit, I tend to wing such things, basing costs on where the PC's are located in the campaign setting, and what would be available. You're looking for a double-bladed war axe, and you're in a small village? Good luck....at any price. If there is one in the town, it's going to likely be either exorbitantly expensive or you'll have one of those nice "side quests" to do for the guy who had it sitting in a chest somewhere. If you're in a large city? Sure you'll find such a weapon, depending on what the weapon laws are. Is you're interested PC a member of the military or at least lower nobility? Anyway, I'm sure you get the idea: match prices to location, economy, social structure you've developed, and culture.
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