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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