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Stoatbringer

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Posts posted by Stoatbringer

  1. If you want a copy now of the 1st edition, I have just discovered a small pile of them in my attic. I'm happy to sell you one at a heavily discounted price (£5) +P&P. Please pm me if interested.

    Thanks for the offer, but I have just found a copy today, and I am also the proud owner of The Savage North too! :) And I bought Empires Rising too! ;D

  2. No need to go invoking Bruce Hornsby on us... Or will he be appearing in the MW Monster book?:

    80s Pop Musician: "Due to 'Eighties' hair is always considered to have a helmet and in combat will always score a critical on the first attack with its 'one hit wonder' technique, but will suffer cumulative %30 penalties until nobody notices his efforts anymore.

    Perhaps I will write up the 30% penalty as an offensive spell known as the Curse of the 80's Mullet? :-/

  3. I only asked because these things vary by settings.

    In a general sense, sorcery has a limited buy in. You need POW 16 to be a sorcerer. Therefore, those who can cast spells enjoy a bit of notoriety. Additionally, those who can keep sorcerers on retainer also get a social bump since they are influential enough to keep a pet sorcerer or two.

    As far as the sorcerer themselves go, it depends on what they can do. In general, sorcery spells are not devastating. They have a very narrow focus of effect. For the most part they are not permanent or even have a very long duration.

    Drum and Beleghir undoubtable prize different types of spells. I think it's fair though to say that the inhabitant's alliances with both the dwarves and the elves respectively have imparted some amount of sorcerous knowledge amongst the populace.

    Lets not forget that the reprinted Elric! Advanced Sorcery rules may become available soon for this setting, and with them comes the possiblity of some remarkable spellcasting feats. Which leads to foreshadowing in scenarios so that my players should have heard tales of mighty mages and wonderful wizards that can perform thaumaturgy beyond the normal levels.

  4. I'm not sure using the Southern reaches is better or worse than any other compatible setting. In my case I have so many setting ideas in my head I'd probably start with my own and add elements from the Southern Reaches (e.g. rival lords, eldritch fey, a port city).

    It is better for me to start with the Southern Reaches. In the past I have made up whole continents, drawn maps and written histories for my games, but I don't have the luxury of lots of time any more. The Southern Reaches is a good place to start, but if my scenarios last long enough they will need an expanded area. Which is why I'm on the lookout for monographs like Lords of Tarsa, which looks like it could be tacked onto the Southern Reaches with minimal effort.

  5. Are you using the default Magic World setting, out of?curiosity

    Its better to use the bit of setting provided, but that doesn't stop me from expanding on it, or even changing some part of it. After all, there is some leeway in the setting anyway, like the phenomenon behind Cruach for example. I like the idea of Mithran Beleghir, a king tutored in magic by the elves, and would like some ideas on a society where magic of the elvish type is something that brings high status, or is something that the high in that society actively seek out to emulate their king.

  6. This was never an issue in the games I've run in the past. Tell me about your experience; I'll see if modification is necessary.

    If you're playing a long term campaign the INT and POW of sorcerors will get excessive, due to successful resistance table rolls. I wasn't too impressed by the NPCs Drinij Bara and Sorana having respectively INT 36 and POW 51, and INT 40 and POW 57 as their characteristic rolls would be over the 100% mark.

  7. With the advanced magic supplement republishing The Unknown East "Spheres and Runes style magic, is there any way to stop, or limit, the hellishly huge progression in INT and POW players will get using it?

  8. Hmm - I need to think about that one. I can't remember the source of the original version,

    Wrack comes from the Elric! supplement Sailing on the Seas of Fate. The spell appears to be a one off cast, with no prolonged duration. The way I ran the spell in my Elric! game was as a one off casting and any more casts had to be with another MP versus MP roll. :)

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