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Re: [dq-rules] Three things magical
Hullo, JohnC,
On Mon, 22 Jul 2002 20:59:28 -0000, jcorey30 wrote:
>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.
Don't worry...happens to all of us. :)
>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?
Ahh, err...yes, that is indeed in the 2nd Edition rules, but it's
easy to miss, because it's in the section of Experience Points tables
at the back of the book, in the boxed text on Magic. Like I said, easy
to miss.
>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!
Actually, not true. Spells invested in items do not have to be
prepared. This was clarified in Arcane Wisdom.
>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?
Maybe so, but it's not a rule that I like and it's certainly not
one that I would want to use in a campaign that I play in or run.
Calling it a Desperation move or some such would probably work, but it
depends on how easily characters in the campaign regain Endurance. To
me that's more a matter of campaign style than it is rules, to be
honest.
....."The dragon in these mountains isn't the only thing we should worry about."
- Orgius Klane, scout
JohnK
e-mail: jkahane@comnet.ca
web page: http://www.comnet.ca/~jkahane