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A Wizard addon

PostPosted: June 12th, 2010, 4:55 pm
by mo123813
Here's an idea: A wizard can ask to exchange a spell for a payment of 1000-1500 coins (I don't switch them up after every quest.) Any suggestions or feedback on this?

Re: A Wizard addon

PostPosted: June 12th, 2010, 9:37 pm
by el_flesh
Not for our group. We specialize in skills, you see - which for the wizard or any other magic user = spells...

Re: A Wizard addon

PostPosted: June 12th, 2010, 9:51 pm
by mo123813
el_flesh wrote:Not for our group. We specialize in skills, you see - which for the wizard or any other magic user = spells...

Im a little confused on what you mean: Care to clarify for me? :)

Re: A Wizard addon

PostPosted: June 13th, 2010, 12:01 am
by el_flesh
There are no more cards for spells for us. We choose what skills we allocate our Attribute Points to.
For a Barb, his skills will be weapon handling, maybe armor handling so he doesn't get a movement penalty...

For a Necor like me, I choose a Necro spell (= AP skill choice) and decide if I want other ones, or specialize in the one I have.

The wizard would follow the same idea. Although I think our list of magic users follow a little more of specialized paths/skills...

Re: A Wizard addon

PostPosted: June 13th, 2010, 12:09 am
by mo123813
el_flesh wrote:There are no more cards for spells for us. We choose what skills we allocate our Attribute Points to.
For a Barb, his skills will be weapon handling, maybe armor handling so he doesn't get a movement penalty...

For a Necor like me, I choose a Necro spell (= AP skill choice) and decide if I want other ones, or specialize in the one I have.

The wizard would follow the same idea. Although I think our list of magic users follow a little more of specialized paths/skills...


I understand, I understand! That sounds really cool. You should make a forum topic on that

Re: A Wizard addon

PostPosted: June 13th, 2010, 12:11 am
by drathe
Or have your DM post the ruleset he developed for the characters you guys use.

Re: A Wizard addon

PostPosted: June 13th, 2010, 7:50 am
by el_flesh
Like I mentioned, our DM has been working on his own RP rules for over 20 years!
While this isn't his set, he took alot from it and ported it over.
It's still getting tweaked every week!
I'm already on my third character sheet - version 4.0 let's say!

And he rolls to determine alot of things - if the monsters are facing you when you open the door, or if they're busy talking...
goblins tend to run alot when you kill a bunch of their comerades, while orcs are less likely to run; Zombies won't run at all.
The smartest of monsters think and make good moves.
We came very close to losing last night - depending on how rolls went; some bad ones would have killed us entirely.
This is related to 'resurrecting heroes' - I said last night "If we can't die, then the game loses meaning -
it won't be gut-wrenching when it gets down to the wire!"

Re: A Wizard addon

PostPosted: June 13th, 2010, 11:38 am
by mo123813
I like this idea! It's really awesome. Maybe I could put up a table on monsters and their behavior...

Re: A Wizard addon

PostPosted: June 13th, 2010, 12:48 pm
by drathe
I started playing Monsters based on intelligence a while ago. Using their Mind Points, or just the type of Monster they are. Goblins attack when in groups or lead by Orcs and Fimir, but flee when numbers drop, or their Orc leaders die. Orcs, being a bit more intelligent may lure Heroes into traps and go after the weakened. Zombies and Mummies attack the nearest Hero, regardless of their strength. Skeletons may be a bit more strategic. With the rest, the more intelligent, the better they strategise. Monsters with high MP often open secret doors, and Specials with high MP may even open regular doors.

Re: A Wizard addon

PostPosted: June 13th, 2010, 1:38 pm
by mo123813
drathe wrote:I started playing Monsters based on intelligence a while ago. Using their Mind Points, or just the type of Monster they are. Goblins attack when in groups or lead by Orcs and Fimir, but flee when numbers drop, or their Orc leaders die. Orcs, being a bit more intelligent may lure Heroes into traps and go after the weakened. Zombies and Mummies attack the nearest Hero, regardless of their strength. Skeletons may be a bit more strategic. With the rest, the more intelligent, the better they strategise. Monsters with high MP often open secret doors, and Specials with high MP may even open regular doors.

Awesome. What about Firmirs and Chaos Warriors? Most of all, what about Gargoyles?