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Post by Fenway5 on Feb 7, 2013 23:33:29 GMT -5
While the newly minted king of wizardly extreme Dragonlord Ken is quite a popular fellow, it never occurred in play testing. This is because I placed a limit on what IQ spells could be learned by a starting character based on where they were from.
Roll d6 1-3 Village (IQ8) 4-5 Town/Keep (IQ8, IQ9) 6 City/Castle (IQ8,IQ9,IQ10)
This allowed me as referee to control the campaign power and access to higher IQ spells. This may seem very limiting with just the HOW book, but rest assured with Magi Carta the spell lists by IQ explode in scope.
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Post by chrisrice on Feb 10, 2013 17:56:00 GMT -5
I think a limit on what level IQ spells a starting Wizard could know is important and should be in the Core rules (you can always have an optional rule to ignore the limits).
This is the only certain change I would make to the core rules. All my other suggestions re:weapon damage values and spell types/effects are just my personal taste.
I'm tempted to allow up to IQ12 but that is already quite powerful as Invisibility becomes an option.
Rather than tinker too much with the power of Shapeshifting or other high level spells, I feel they simply should'nt be available to beginners. But they should be something that can be aimed at.
So Dragonlord Ken will be possible, but only with experience.
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Post by skathros on Feb 24, 2013 6:52:18 GMT -5
Now THIS I really like! Consider it stolen.
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Post by tzunder on Mar 26, 2013 4:26:49 GMT -5
I have to say I saw no reason not to take the maximum IQ spell for my characters in generation. Mind you, one of mine has 10 IQ so he's never going to summon anything.
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Post by Fenway5 on Mar 26, 2013 20:41:39 GMT -5
Ah, but the wizard could...would just have to roll 4 dice in the attempt...and one could have all sorts of bad things happen upon failure...
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Post by tzunder on Mar 27, 2013 5:12:51 GMT -5
Ha! My wizard can't cast spells with 3dice, let alone 4dice.
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