The Game Analists
Self-Ejected
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- Oct 8, 2014
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Question for those who played it: how badly is the combat bogged down by having to look up tables for crits, spell casting and whatnot?
ThanksSailors on the Starless Sea
I agree - it's much more interesting to have spells be closely guarded secrets, a goal of dungeon crawls or patron / demon bargaining, instead of just handing them out automatically. I'll probably have stuff like that in my game too... at least for the really powerful ones.I really like the idea of not getting spells upon level up. I know some might ask why, but I love that idea. Having to learn that spells exist, and then raid ancient tombs and temples for spells is a great mechanic, it really ties into this idea i had years ago to improve the fable series.
technically that's not quite true. a wizard gets a chance to learn new spells at every level up, but those are randomly rolled. he can choose to learn a specific spell if he gained access to it, like through a grimoire or a ancient scroll. in either case he has to roll a spell check specified by the dm to learn every new spell.I really like the idea of not getting spells upon level up. I know some might ask why, but I love that idea. Having to learn that spells exist, and then raid ancient tombs and temples for spells is a great mechanic
For the mildly interested, Goodman is doing a print-run of Softcover rule-books for the 4th printing that are going to retail for about $25. I was able to preorder a couple of copies through the kickstarter for a table copy and a loaner. Keep your eye on the Goodman Games website in the next month or so or subscribe to their newsletter if you want a chance to grab one. I have a feeling they are going to disappear fast.