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Re: [dq-rules] Three things magical




1 Oops
2. Really?
On 3, completely agreed and used this, adds to the tension and drama. 'mages' often tendedn to have good stamina but not so hot endurance. Turning that last bit of life energy to magic energy just seemed to 'work' on a 'game' level

JohnD


From: "jcorey30" <jcorey30@yahoo.com>
Reply-To: dq-rules@yahoogroups.com
To: dq-rules@yahoogroups.com
Subject: [dq-rules] Three things magical
Date: Mon, 22 Jul 2002 20:59:28 -0000

Hi Everyone,

I made some "discoveries" about the magic system that I was
previously unaware of.  Actually, i am a little embarassed by a
couple of them. These aren't questions per se, but comments.
Feedback is welcome.  I am also posting them to see if anyone else
made these goofs.
1)	Mages get an exp discount for an MA above 15 on all general
knowledge spells.  I did not know this, and boy was my Hero level
fire mage pissed off when he found out!  I did not give him the exp
back, but that is ok, because?
2)	I did not know that spells invested in items (rings, amulets
etc) still had to be prepared!  My Fire Mage was walking around with
so much jewelry; he looked like 'B.A.' Baracus with a flamethrower.
Given the number of times he saved the party's butt with fireballs in
consecutive pulses, I almost decided to declare everyone in the party
retroactively dead!
3)	This was my own "house rule", but I used to allow desperate
characters to use endurance to cast spells.  Does anyone else play
this way?  This makes it incredibly risky for the spell caster?


Just some random thoughts.
JuanC





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