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Grim Tales + Black Company = Big Fun!
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<blockquote data-quote="Old One" data-source="post: 2224321" data-attributes="member: 83"><p>Heap,</p><p></p><p>Good question...</p><p></p><p>I don't know if I feel qualified to answer after only a 1-shot play test...I think I would need to see it in action more (and from the ground up). I do see the ability to "game" the system a bit (or a lot, depending on how you approach it). I guess it really depends on the challenges you are throwing at the party and what utility they find in various items.</p><p></p><p>For instance, Wind Talent could very useful against a company of archers...basically putting a wind wall between you and them and throwing their shots awry. Create Energy (Cold) could be used to bridge a stream or small body of water with a temp ice bridge. I might allow Force to do the same thing over a chasm with proper manipulation and extension costs.</p><p></p><p>The spells presented are done so to model the BCCS world...but I think there is enough variety to cover lots of things. Part of it would be presenting situations where direct attack spells - such as Force and Create Energy spells are either unusable or even illegal (due to local laws). For instance, direct displays of damaging magical power inside city walls might be punishable by stiff fines or imprisonment...meaning PCs have to use more subtle means of affecting the action.</p><p></p><p>One of the most effective spells cast in our 1-shot was when Vercinius used Enchant to cloud the minds of a relatively large group of Sythians...taking them out of the action at a critical juncture. I guess if I noticed a PC caster falling back on just one or two spells, I would start mixing up the challenges to require broader application of magic talent. </p><p></p><p>Of course, you might have a PC that decides to just focus on one or two spells...to the exclusion of all others...and take feats to support more powerful casting of said spells. He/she would give up utility for specialization.</p><p></p><p>~ OO</p></blockquote><p></p>
[QUOTE="Old One, post: 2224321, member: 83"] Heap, Good question... I don't know if I feel qualified to answer after only a 1-shot play test...I think I would need to see it in action more (and from the ground up). I do see the ability to "game" the system a bit (or a lot, depending on how you approach it). I guess it really depends on the challenges you are throwing at the party and what utility they find in various items. For instance, Wind Talent could very useful against a company of archers...basically putting a wind wall between you and them and throwing their shots awry. Create Energy (Cold) could be used to bridge a stream or small body of water with a temp ice bridge. I might allow Force to do the same thing over a chasm with proper manipulation and extension costs. The spells presented are done so to model the BCCS world...but I think there is enough variety to cover lots of things. Part of it would be presenting situations where direct attack spells - such as Force and Create Energy spells are either unusable or even illegal (due to local laws). For instance, direct displays of damaging magical power inside city walls might be punishable by stiff fines or imprisonment...meaning PCs have to use more subtle means of affecting the action. One of the most effective spells cast in our 1-shot was when Vercinius used Enchant to cloud the minds of a relatively large group of Sythians...taking them out of the action at a critical juncture. I guess if I noticed a PC caster falling back on just one or two spells, I would start mixing up the challenges to require broader application of magic talent. Of course, you might have a PC that decides to just focus on one or two spells...to the exclusion of all others...and take feats to support more powerful casting of said spells. He/she would give up utility for specialization. ~ OO [/QUOTE]
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