The numbers don't go high enough as all my gaming is non-dnd if I can help it. Savage Worlds 2 hours per week, GURPS 4 hours per week. When University is in session another 4 hours per week - varies but never dnd.
I've played in a post-apoc game set in Middle Earth after Sauron won the war and I'm currently playing in a GURPS After the End game based on Half=life where aliens invaded 15 years ago and we are struggling to survive what aliens are left.
Yeah, I would be. To be honest, I'm not sure. My background is from games like gurps and SW where mages can wear whatever they want as long as they have the strength for it. I'm trying to base a decision on both balance and feel of the setting.
Part of my issue is that magic in SW isn't as...
Well, In gurps, IQ attribute includes perception which can be raised from base. Perception includes Smell/taste, which can also be raised with Acute Smell/Taste.
The weird thing about scaling narration as you gain more hp is that if you take 1 damage out of 100 hp from a poisoned weapon, you can still die from poison even though it was a "narrow miss" or whatever.
For the record, since I play GURPS and Savage Worlds almost exclusively, a hit is most...
Thanks, all. The reason I was asking is because I'm working on an Pathfinder for Savage Worlds game and I don't really like the way they handle armour proficiency. I I have a Wizard multiclassed with fighter he is still limited to the armour of a wizard (none) and while there is an Edge that...
Is it possible by any method (multiclass, feats, etc.) for an arcane caster to wear armour with no penalty to arcane spellcasting? If so, what are all the ways. Could apply to 1e or 2e.
There is a similar Advantage in Delvers to Grow for Wizards to make missile spells castable and throwable in 1 turn. At the high end, 20 skill will reduce casting time as well.