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hdan

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  • RPG Biography
    Playing RPG's since the 80's. Mostly D&D, Traveller, and Call of Cthulhu. Magic World is interesting to me, even though it's not well supported
  • Current games
    AD&D, D&D 5e, Traveller, Call of Cthulhu, 5th Age
  • Blurb
    Just a grown up "80's kid" looking to chat about different RPGs.

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  1. I would allow casting underpowered version of the memorized spell rather than having the player dedicate "slots" to every variation.
  2. That's amazing! I did manage to pick up a copy of Advanced Sorcery recently, but it's fantastic to have all the spells in such an easy to cross reference form, especially with the "allegiance" notes. Thanks, Nick.
  3. Ooh, I like the idea of tying in to the Allegiance system.
  4. You're probably right about the auto-healing. I suppose that applying wounds directly, and just killing the character if they exceed the caster's original HP capacity is just a danger of using that spell. Since I plan to allow casting while in "beast form", the caster could either cast Heal(2) or use Physik (licking the wound?) to try to mitigate damage before the spell expired. Maybe the concession will be that wounds will never convert "up" to major wounds during transition to a form with fewer HP, but will effectively stay single minor wounds, just with a huge HP cost. Duration is only an issue if the player has shifted in order to get better stealth or something, and is out scouting. I think I'll go with Minutes for that reason. The player wants it to be hours, so he could shift for a day, but I'm not so sure about that. (In this case, he's a Shaman, and the Puma Shape is tied to his "spirit animal", so I might allow it for thematic reasons. But I'm not sure.) And one other question that isn't really addressed in the RAW - what happens to the shifted character's equipment? I think I'm going to have it shift with them for my campaign, especially if the shift is only a few minutes long.
  5. hdan

    Potions Skill

    Thanks. There's a copy of AS at my FLGS (believe it or not), so maybe next payday I'll grab it. t1c, I'm certainly going to raid your "herb encounter tables".
  6. hdan

    Potions Skill

    What utility is the Potion skill in MW? Various searches around this site and the web don't turn up much other than "maybe it's in the Advanced Sorcery" book. Does the AS book actually present a reasonable set of guidelines for making the 4 classic types of potion (being Poison, Antidote, Buff, Spell)? I've been looking at Alchemy&Artifice, which has some great ideas in it, though I'm not sure if I should just port the Elixers stuff over, substituting Potion skill for Craft(Alchemy) or not. (I'm certainly taking the random Herbs table stuff!) Thanks for any advice!
  7. So one of my players is playing a Tribal Shaman, and decided to blow nearly half his starting spell level allotment on Beast Shape. But the description for (Beast) Shape doesn't include a duration, and the spell costs 4 MP to cast. Which seems like quite a lot of MP for a standard duration spell. Looking at other 4 MP "transformative" spells, it seems that "INT Minutes" rather than "INT Rounds" is the rule for such 4 MP spells. Is the lack of duration in (Beast) Shape a simple typo or omission? I supposed a consensus answer isn't critical, since I've already decided to make it "INT Minutes" for consistency, but I'm still curious. Also, how do you handle wounds taken while in (Beast) Shape? In many other rules and traditions, shifting will also heal you to a greater or lesser extent. I'm inclined to say that any minor wounds are healed during the shift, but major wounds and death wounds stay with you. Since the Beast form is likely to have different HP, any major wounds will be "shifted" back as the Major Wounds level. IE, a 10 HP character shifts into a 20 HP Tiger. That tiger takes 12 HP of damage in one swipe, The character shifts back, and suffers a 5 HP major wound. Had the Tiger taken 4x3 HP wounds, the character would shift back at full health. OTOH, maybe it's ok to say that the character won't survive the shift back without some healing first in Beast form. Thoughts? The player's reason for choosing this spell is actually quite wonderful - his character is the son of the Tribe's shaman. He and the other player's character (Minor Noble from the same Tribe - 3rd Son of the Chief) were out studying Nature when their village was attacked by an enemy tribe. They Sensed something was wrong in time witness the destruction, and had to fight off 3 enemies on horseback. (Ranged attacks and "Agony" while they closed helped a lot) After a chaotic and grisly struggle involving some rather special attacks with the Prince's broadsword and the Shaman's sorcerous attacks, the two managed to escape with their lives and a pair of horses. That night, the Panther Spirit visited the Shaman's son in a dream, telling him of his father's death, granting him the Panther Shape spell, and departing with the cryptic statement, "When you are worthy, I shall return." Now two of my players are hiding out in a nearby town, with their scant bronze trickling away on stable fees and food while they try to figure out what to do next. Revenge is an obvious path, but they are not ready. This campaign has gone in a completely different direction than I first imagined, and everyone is loving it. I have one more player to introduce. She wasn't present last night, and I don't know if she'll choose to be another escaped tribe member or someone entirely different. The setting is shaping up to be in the vein of "Jason and the Argonauts" crossed with "Conan" - a Mythological Greek "Black Sea" type setting, rather than the more classic Medieval style.
  8. hdan

    Career Spells?

    I do have a copy of the first edition Stormbringer's player book (but sadly not the other two books), but it doesn't have any magic stuff in it. I'll keep my eyes open for a copy of Elric!. I suspect that's where those paragraphs came from originally.
  9. The rules mention that each career has three spells listed that are thematically appropriate. Those spells are of course not in the book, but has anyone done up a list of these? They seem like a neat idea. Presumably one of the source games for MW has such a list that could be raided for ideas, but I do not have any of those games in my collection. Thanks! (As an aside, with any luck I might get two of my players to try some MW this evening. I was planning to have them join an expedition to the vault of Sarkath Han.)
  10. Sorry for the thread necromancy, but I'm new to MW and doing "archaeology" for ideas. The idea of POW to "attune" an object to a user is intriguing, though because I'm that sort of GM, I'd also allow a player to relinquish control of the item to get the POW back. (I'm probably showing a D&D 5e influence, but 5e had some good ideas...) "Attunement" should take a good long time though, so players don't hot-swap items. (As if I'd give them enough magic for that to be a problem....) Fueling the object's power with MP is also a nice way to make non-sorcerers care about their MP totals. Do you risk lowering your MP by "flaming up" your sword, when you know a sorcerer might have a Resist MP:MP spell to throw at you? This sort of tactical trade off is exactly what I like giving to players.
  11. I found the thread about how Spirit Combat works, but I'm still a bit foggy about the procedures for and utility of summoning spirits and elementals. If I summon a spirit, must I bind it? Or does the variable casting time include me talking a spirit into performing a simple task for me? (Such as "attack that thing" or "defend me from that other spirit") Similarly with elementals - if I summon an elemental, will it fight my enemies (or interact with me in a useful way) without me having to bind it? Or in all cases do I need to Bargain with the spirit once it arrives to attempt to get it to cooperate? Thanks
  12. Thanks, tooley1chris! I did the requisite "read as much of the forum's backlog as you can" step last week, and that's part of what convinced me to grab a copy of MW. That, and our recent stint of CoC games which showed that the d100 system is not only easy to run, but enjoyable for everyone involved, if a bit more dangerous than my D&D players are used to. Brawl makes sense. I should probably adjust my test character's spell list accordingly. Side note - I first read "3 spells", not "3 spell levels" My test character has POW=16, but wasn't specifically trained as a Sorcerer. I rolled the stats pretty straight up, so this one wound up without much STR, and a pretty average DEX and CON, but decent POW and INT. I had already decided the character would be a trader (what can I say, I have Traveller roots), so I wound up with more Bargain than Brawn. I'm curious to see if I can keep her alive (flipped a coin for sex), though she's destined to be an NPC, as I always wind up being the GM. (As a side note, do people like seeing character write ups on this board? I can't claim any sort of talent for writing, but it's fun.) I appreciate (and like) that MW is so highly customizable. I'm likely to use Kobold Press's "Midgard" setting as a template for my world if I can talk my group into playing MW. I've already seen the excellent "Big Damn Book of Monsters" and the various side treks, which have been very helpful trying to get the feel for what adventures might look like under this system. I really like the ship rules BTW. They make me anxious to do a Pirates sort of game.
  13. Hello all, I just picked up a copy of MW. Yes, I'm aware that the game has gone "out of support" recently, but I've become a big fan of the basic Chaosium d100 system, and MW looks exactly like the fantasy game I want to run for my group, so I bought it anyway. I'm experienced running various flavors of D&D and Traveller, but aside from a few CoC games, I'm not as familiar with the basic assumptions that MW has. I have a few questions that I hope someone can help me with. Also, is there a "search" function for this forum? I didn't see it. Forgive me if these are FAQ type issues. First, when you sacrifice a POW point to bind something or create a skeleton, am I right that that POW is gone forever? (Well, until you can find some way to get a new POW point at any rate?) Also, when a spell says range "touch", do you actually need to touch the target? If that target is an enemy, how and when do you make that roll? And finally, since Dodge defaults to a value that involves your DEX, do you also add the %bonus for DEX/2 to that value? (I figure, "why not?" since Dodge is very important, but it does seem a little odd.) Thanks!
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