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Post by Fenway5 on Feb 16, 2013 18:04:40 GMT -5
Setting this up to discuss issue #1 (and #0) of the Cauldron magazine.
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Post by larsdangly on Mar 1, 2015 23:16:28 GMT -5
I just noticed that the example characters in Cauldron #0 have a distribution of starting skills that I wasn't aware was permitted by the rules. Everyone seems to have +2 at one skill and +1 at three skills. Where do the rule stipulate you can 'trade' two skill choices for one at +2? It might make sense in a simple sort of way, but I am not aware of any rule or example in the main book that says this. And if you were to design a rule along these lines you would likely design it differently - like, you should trade two +1 skills for the ability to upgrade a +1 to a +2 (i.e., keeping things in line with the EXP rules). Otherwise, the obvious logical extension of this would be everyone starting with a +5 skill!
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Post by gothicfantasy on Apr 26, 2015 12:22:24 GMT -5
Issue #0 has suberb materials, they really surprised me with their quality, though with TFT/HOW everything is awesome. However I think the adventures had their rolls too difficult - 4/DX or 4/IQ almost never succeeds. Also I would like to see some longer adventures.
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