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Nick J.

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Posts posted by Nick J.

  1. *Like a demon who hears his true name uttered*

    This is a pretty slightly modified version from the stuff presented in Advanced Sorcery. Mostly I just tweaked the arrangement of the spheres to a more classical Aristotelian relationship , and made casting outside of your specialized spheres and glyphs less reliable and more dangerous (skill roll and a fumble table) and then added some fluff about how Deep Magi function in the setting I use.

    Maybe it will be of some utility to someone?

    Deep Magic Revised.pdf

    • Like 1
  2. I tend to favor an Idea roll to ID a spell being cast or its effects. I save witch sight for detecting non-obvious spell effects (enchantments, glamour, illusions, invisibility, etc.).

    As for players needing a definitive answer, I can't help you there; I'm firmly in the "rulings over rules" camp of game running. As long as you are consistent and logical in your judgements then that's all your players should really expect.

    • Like 2
  3. I usually go with duration being affected as my default "winging it" rule, but I like the idea of reducing a spell's power; making resistance easier. I guess it all depends on the type of effect about which direction I'd go. Or maybe I could let the player decide how he wants to weaken the hostile magic?

  4. 13 hours ago, warrenss2 said:

    Thank you very much!! This will help.

    I had thought that someone would have already made Ref Sheets for the game, but Google proved otherwise.

    Are you planing on doing those MW charts anytime soon?

    I'd like to have the resistance table on hand and the Fumble Tables.

     

    If you own the PDF all you have to do is print out the relevant pages to PDF. Just select individual pages or range of pages (separated by commas) and you can have a single document file to refer to without having to do any editing or compiling together with a PDF editor.

    I also have a partially hacked up MS Publisher document for a Magic World GM's screen languishing on a hard drive I started several years ago, but abandoned. Once I printed out the Major Wound tables, the combat matrix and a short summary of some of the more frequently used spot rules, I realized I just don't really need it.

    • Like 1
  5. 1 hour ago, tooley1chris said:

    LOL. I also note that a lot of the prices, at least around the 1250 years, are quite similar to the MW Bronze to silver ratio and the prices in the MW book, with some exceptions (some extreme)

    *sigh*

    I think because I'm making this city for Magic World I'll go ahead and stick with MW pricing and just wing it on some of the items/services/ect...

    That's the thing about valuation and economies; they're all just a little bit different, because what's fashionable, scarce, or dear varies based on culture and society. I mostly refer to "The Marketplace"  when I want to give a thing a value that doesn't exist in another rule book (be it Magic World or any other medieval-ish fantasy game) and just remember that chasing perfect accuracy isn't all that important (unless you're gaming with people that really sweat that kind of stuff).

    • Like 1
  6. 15 minutes ago, tooley1chris said:

    $30 for a Pdf tho and with no sample pages...ugh...also not sure about one of the writers replies about all coinage being silver. Anyone who has seen a good deal of ancient coins will see a LOT of bronze. 

    It lists more than just silver coinage, but it's written from a medieval/renaissance perspective, hence the silver standard.

    The price is kind of steep, but you can tell a lot of research went into it and it covers everything.

    • Thanks 1
  7. 2 hours ago, tooley1chris said:

    @SDLeary I'm kinda holding out partitioning my harddrive for a copy of winXP...might look into emulator but I got it to work on my surface 1 with win 10 a few years ago. 

    If you don't want to go that extreme you could try installing XP to a virtual machine and testing there too. I remember the toolset being kind of a resource hog, so rendering performance might not be awesome?

  8. @tooley1chris Are you using the CD/DVD version of NWN2? On a lark, I downloaded and installed NWN2 Complete from GOG.com just now to test it (it's been in my library for years untouched) and the toolset fired up just fine from the install directory and I I have windows 10 (the 1809 update); I don't know if that differs significantly from MS's W10 on a touch however.

    It would suck to have to drop $20 just to get it to work, but it might be worth looking into it if you haven't already.

  9. 53 minutes ago, Jakob said:

    Using this question for a quick rules question: The MW player tipps suggest that you should make sure to have a combat skill at 101%+ ... but is that even possible for a starting character with no extra age? The way I see it, you get a maximum of base 25 (e.g. warhammer), 9 points STR bonus and 60% for one occupation skill (culture doesn't provide weapon skills, and the free bonus points you receive at the end don't stack with your occ. skills). That makes 94%. Am I missing something?

    That's not possible unless you allow for "Experienced" starting characters (see sidebar on page 23). The goal for characters should be to get a fighting skill to 101+ because that makes survival in a fight more probable. That's all the advice section is; a list of things that will probably help you avoid a messy, forgettable death in the long run.

  10. @tooley1chris How much influence do you see Drumhold or Belehold having on the place? What's the town's main industry?

    Being upriver and near the mountains I'm imagining lumber, herding, mining, or somesuch.

  11. In a world where The Kraken is a real thing and all other manner of nasty beasties lurk in the pitch black depths, I'm not certain I'd make cross sea navigation so dicey because of a severely reduced navigation roll? There's plenty of more interesting and gameable hazards that should be fun for players to interact with (monsters, pirates, storms, etc.)

    Also, I can think of about half a dozen uses for the spirit/elemental/demonic summoning rules to get out of the pickle of being lost, becalmed, or castaway.

    But hey, whatever floats yer boat.

    😉

    • Like 1
  12. 16 hours ago, Sean_RDP said:

    Someone will take a chance on a Magic World license. The problem of course is expectations. There are Stormbringer fans and fans of the MW setting itself.  Everyone will want something a bit different. So navigating that could be intimidating. Still, I think there are plenty of opportunities out there. 

    Maybe that's where a zine can shine? You can have multiple articles/essays/whatever that touch on a number of things, but are hopefully unified by some sort of theme, for each quarterly/annual release (or semi-decadal as the case may be?). Time permitting, I'd be happy to contribute something to this kind of project.

    • Like 2
  13. 2 hours ago, Coronoides said:

    In the old Merlin TV mini series with Sam Neill IMDB entry Wizards learned magic from the Fey. They began by speaking, advanced to ‘hand magic’ using gestures only, and true masters could cast a spell just by thinking.

    That would be really easy to model if you used a Casting Skill to make magic work. Just tie the removal of somatic or verbal components to the arete system in Advanced Sorcery.

    • Like 2
  14. I'm seriously considering ditching it because it doesn't really fit my conception of cosmology in the games I usually run, but if I was running a game set in Moorcock's multiverse, or Zelzany's Amber I think it can be useful. Most of the time it's kind of an afterthought to me. I presume 99% of the population had no alignment to a force whatsoever.

    If I do ditch it and replace it with anything, I'll likely adapt the passions/allegiances from Mythras; being allied to or zealous about something concrete seems more objective and easier to know when to invoke a check vs. The fuzziness of high level forces.

  15. 9 hours ago, bustapc said:

    That’s good to know, though, as I don’t have Advanced Sorcery.  

    Advanced Sorcery is definitely worth picking up. expands the demon and elemental summoning rules, adds some interesting powerful spells, necromantic arts, rune magic, and fey magic that dovetails pretty nicely with the Southern Reaches setting detailed in the main book. IIRC, it was essentially a way to get a lot of the material that's in the Bronze Grimoire back into print.

    • Like 3
  16. Yeah, there are some real formatting problems and some incorrect references/prices in there. I fell back to Elric!/Stormbringer 5th ed. to make corrections.

    Here's a copy of the weapon tables from Stormbringer 5th ed., it's not 100% 1 to 1, but it should help you get most of the way home.

     

     

    page1.tiff

    page2.tiff

    • Like 6
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