I can't tell you how much work went into this and for something in my mind I (mistakenly) thought would be relatively easy to compile.
What I really hope is the "classless" manner in which classic OGL spells are presented will lead to new concepts, character creating freedom and flexibility for both Players and Referees. When you are no longer stuck with "Level 3 wizard spells" and instead its just "IQ11 spells or less" there will be a more individualized view of characters, their creation...and the foes they face!
When any foe could potentially know any spell, not limited by classes, then the Referee has a far bigger toy box to play with as well.
Overall I am just trying to make the game and accessories I like, I use, and I hope you might like to use as well. As you can see on the boards, everyone has a differing opinion and that's great, even when you think I am an idiot or off base, I don't have a problem with that. Play it your way and if you have some great insight or ideas, I'd love to see them!
Now work finalizing Cauldron #1 for June is top priority.
Strike first, roll low, and when in doubt RUN! --CB
Thanks all very much for your support! This tome really helps with converting over d20 stuff and characters...at least it did for me! I am really happy with this one, and while I am sure some will quibble over cost to cast some spells, but the good news is you can change it if you like!
Post by pmacdonald on May 22, 2013 20:02:40 GMT -5
Like magic, mine arrived today i haven't gone through the whole book yet but I like what I have read. Started making some notes on Arduin style mages . The art, while sparse, is excellent and the cover ( front and back ) is awesome! Getting a kick out of picking a random page from the book and reading what I find.
Exploding a Staff - Assume you would use 'throwing rules, -1 dx each 2 spaces..". If wizard did NOT have the throwing skill then it would be 4/ADJDX along with range penalties.?
Along same line, if the wizard was going to attack/defend with the staff, would he be required to have the Staff skill?
The thought of burning a skill point for the wizard to attack with his staff (it would be a last resort action) seems kinda high to me. Don't have a solution, but I seem to recall somewhere that the wizard got 'staff skill' for free.. think I read that in TFT somewhere....
Correct on the throw staff question, no skill=no accuracy, test 4/DX and range penalties apply.
A Wizard could attack with their staff without having the skill to do so, they just roll 4/DX instead of 3/DX+skill.
You can of course decide to give a wizard the staff skill free if you like, but I think its important for their to be trade-offs. One less spell at start to know how to fight with a staff instead seems like a meaningful character concept choice.
Indeed it is a meaty tome! The Raedwald setting book (coming soon) is also quite a bit bigger than they core rules book. The future book of creatures (also started, and hopefully out in 2014) is pretty massive book as well.
What I hope folks will like is how lean and mean the core rules are to learn, understand, and play. They can also see how a short/simple rule set in no way means a limited one in terms of adventuring, adding on to or having fun playing!
Thanks very much for your support, hope you enjoy the game!