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Re: Three things magical - Investment
According to the handy-dandy AW published by the DQPA:
" It takes only one pulse for the spell stored ina the object to be
activated and released"
So I guess my biggest opps, is not checking the rules when my
player tells me something.
--- In dq-rules@y..., "jcorey30" <jcorey30@y...> wrote:
> 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