WOIN O.L.D. v1.2 Playtest Version B
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  1. #1
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    O.L.D. v1.2 Playtest Version B

    I have just uploaded O.L.D. v1.2 Playtest Version B to the downloads area.

    This is the latest playtest candidate for the OLD core rulebook incorporating errata from the previous iteration (though possibly not some of the very last comments, as it would have gone to layout before them, so feel free to repeat those if they didn't get addressed).

    As before, please look through and note any errata. As before, this will only be here for a short time.

    Re. ToC and Index. Note that these have not been changed from the original yet. Please ignore both. They won't be updated until the content is 100% finalised.

    You can find the file here in the downloads section. Please use this thread for comments.

    Updates in this version from the previous playtest candidate include:
    • Gnome & Beastfolk races
    • Secret pre-reqs for specialist magical careers restored
    • Attribute check to cast spells
    • Numerous minor errata
    • Arcane Bolt exploit for Mages
    Last edited by Morrus; Saturday, 13th April, 2019 at 04:56 PM.

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    {NOTE! Make sure you are looking at "draft06" not "draft05"!}

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    p. 184, Elements of Magic chapter, under the "Light" paragraph of the "Create" skill: "...and any who see it are subject to a MAG vs. Defense check or becoming inflicted with the half-blind condition..."

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    Question about magical implements: Now that an implement is not tied to a particular magical skill, which skill is used to limit the equipment dice? Is it the skill used for the spell being cast? Or maybe spellcraft, as suggested in the thread A quick summary of OLD v1.2 MAGIC changes?

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    Ah, the clockfolk were removed? That's a bit sad...

  6. #6
    I posted this comment to the previous version of the draft, but I edited it to take into account the feedback I received.

    • The Battle Mage's Artillery exploit only mentions a "vital attack". Is that MAG-based? Is evoke the right skill to add to the attack roll?
    • The Druid's Elemental Druid exploit only mentions a "ranged attack". Is that MAG- or DEX-based? Is evoke the right skill to add to the attack roll? Or should you rather add throwing? Or nature?
    • The Fire Mage's Firebolt exploit attack requires a "ranged attack (using your MAG attribute)". Is evoke the right skill to add to the attack roll?
    • The Ice Mage's Freezing Breath exploit gives you a cone-shaped ranged MAG attack. Is evoke the right skill to add to the attack roll?
    • The description of the Illusionist's Illusory Attack does not mention whether it is MAG- or CHA-based or whatever, nor does it mention whether it would be better to add illude or bluffing, nor what the range is supposed to be. Can you target anything in your line of sight? Or is the range just 30'?

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    The section on flavouring your magic will need to be changed (pg 166). High Magic not needing skills doesnt make sense anymore since skills are not needed to cast spells.

  8. #8
    Quote Originally Posted by Len View Post
    Question about magical implements: Now that an implement is not tied to a particular magical skill, which skill is used to limit the equipment dice? Is it the skill used for the spell being cast? Or maybe spellcraft, as suggested in the thread A quick summary of OLD v1.2 MAGIC changes?
    I had the same question on another thread. I believe Morrus said it's Spellcraft.

    Which makes it an important skill to get as a caster, as you now use it for bonus implement dice, and to detect magic, and to identify magic.

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    Quote Originally Posted by easl View Post
    I had the same question on another thread. I believe Morrus said it's Spellcraft.
    Ah yes, I found that reference here. Thanks.

    It should be mentioned in the Magical Implements section (p. 168 in draft06).
    Last edited by Len; Thursday, 9th May, 2019 at 05:48 PM.

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    Chapter II, "Races and Attributes" (p. 22-23 in draft06):
    However, later in the character creation process, whenever you take a career grade, you may substitute one of the listed attribute advancements for one of the attributes to which your species grants a bonusso Ogre characters may replace one of their attribute increases with either Strength or Endurance, and Grand Elves may substitute a listed attribute increase with Agility, Logic, or Magic. Alternatively, you may substitute your hook attribute for of the listed attributes.
    This conflicts with a couple of 1.2 changes: The "hook attribute" has been removed, and each class now has an exploit permitting one particular attribute to be substituted for a career attribute, rather than allowing any of the racial bonus attributes.
    Last edited by Len; Thursday, 9th May, 2019 at 05:50 PM.

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