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Dragonbane Offers A Box Full Of Classic Fantasy
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<blockquote data-quote="Staffan" data-source="post: 9291469" data-attributes="member: 907"><p>Harmonism was originally from Drakar och Demoner Gigant, an expansion to the 1984 version of the rules, and got some additions in Drakar och Demoner Magi.</p><p></p><p>Staff Magic was a bit more involved than that. Drakar och Demoner Magi introduced some rules that made it harder to learn magic skills of highly different types – I believe it split the magic schools into four different categories, and made it twice as expensive to learn spells and skills outside your primary category (as if it wasn't already expensive enough). Staff Magic let you bypass that restriction as long as your Staff Magic skill was higher than the others, and it also allowed you to place up to half of your POW stat in your staff where it would be doubled (essentially giving you a +50% buff to starting POW). The few spells that were actually in the Staff Magic school were kinda neat, but not the main point.</p><p></p><p></p><p>They were introduced in Krigarens Handbook (The Warrior's Handbook) for the '91 edition. They had three selling points:</p><p>1. You recovered them much faster than regular hp.</p><p>2. Weapons would do different amounts of HP and PP damage – generally speaking, blunt weapons would do more PP damage.</p><p>3. Armor would also absorb different amount of HP and PP damage, and the ceiling on how much PP they'd absorb was far lower.</p><p></p><p>It was a fairly complicated system for making heavy blunt weapons the best way of dealing with heavily armored foes.</p></blockquote><p></p>
[QUOTE="Staffan, post: 9291469, member: 907"] Harmonism was originally from Drakar och Demoner Gigant, an expansion to the 1984 version of the rules, and got some additions in Drakar och Demoner Magi. Staff Magic was a bit more involved than that. Drakar och Demoner Magi introduced some rules that made it harder to learn magic skills of highly different types – I believe it split the magic schools into four different categories, and made it twice as expensive to learn spells and skills outside your primary category (as if it wasn't already expensive enough). Staff Magic let you bypass that restriction as long as your Staff Magic skill was higher than the others, and it also allowed you to place up to half of your POW stat in your staff where it would be doubled (essentially giving you a +50% buff to starting POW). The few spells that were actually in the Staff Magic school were kinda neat, but not the main point. They were introduced in Krigarens Handbook (The Warrior's Handbook) for the '91 edition. They had three selling points: 1. You recovered them much faster than regular hp. 2. Weapons would do different amounts of HP and PP damage – generally speaking, blunt weapons would do more PP damage. 3. Armor would also absorb different amount of HP and PP damage, and the ceiling on how much PP they'd absorb was far lower. It was a fairly complicated system for making heavy blunt weapons the best way of dealing with heavily armored foes. [/QUOTE]
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