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Story Hour
[AD&D Gamebook] Sceptre of Power (Kingdom of Sorcery, book 1 of 3)
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<blockquote data-quote="Joshua Randall" data-source="post: 9558354" data-attributes="member: 7737"><p><strong>Commentary</strong>:</p><p></p><p>Based on the instructions at (16), we don't <em>have to</em> proceed to (26) until we have recorded three spells in our spellbook (and on our spiffy bookmark). We rolled well and managed to learn three spells in a row on our first try, but it is of course possible to fail to learn some in which case our INT and/or CHA will go down instead of up. Your ability scores can keep changing until you eventually learn a third spell, have attempted all six spells (whether you learned any or not!), or take a break and turn to (26) "to get away from your studies for a while."</p><p></p><p>In this playthrough, our bookmark-slash-character-sheet now looks like this:</p><p></p><p>[ATTACH=full]393288[/ATTACH]</p><p></p><p>We have a whopping 18 INT and 18 CHA -- which would be incredibly great scores for any magic-user in a full-on AD&D game.</p><p></p><p>Our spell selection could be better, though.</p><ul> <li data-xf-list-type="ul"><strong>Light </strong>is "meh" in AD&D. I'd much rather have Spider Climb, Unseen Servant, or Armor from the "Weak" spells list. </li> <li data-xf-list-type="ul"><strong>Find Familiar</strong> is good in games where the DM lets you get away with a lot of clever uses for the familiar, but can be worthless if your DM doesn't allow that type of play. Plus a familiar is a huge liability: when it dies, the magic-user loses double its number of HP <em>permanently</em>. Which either kills you outright at low levels or leaves you crippled for the rest of your career.</li> <li data-xf-list-type="ul"><strong>Sleep </strong>is a fantastic "save or die" spell. Arno was right about that.</li> </ul><p>At least we didn't randomly get saddled with the starting spells Affect Normal Fires and Nystul's Magic Aura, which I swear I rolled every. single. time. I played a magic-user in the old days.</p></blockquote><p></p>
[QUOTE="Joshua Randall, post: 9558354, member: 7737"] [B]Commentary[/B]: Based on the instructions at (16), we don't [I]have to[/I] proceed to (26) until we have recorded three spells in our spellbook (and on our spiffy bookmark). We rolled well and managed to learn three spells in a row on our first try, but it is of course possible to fail to learn some in which case our INT and/or CHA will go down instead of up. Your ability scores can keep changing until you eventually learn a third spell, have attempted all six spells (whether you learned any or not!), or take a break and turn to (26) "to get away from your studies for a while." In this playthrough, our bookmark-slash-character-sheet now looks like this: [ATTACH type="full"]393288[/ATTACH] We have a whopping 18 INT and 18 CHA -- which would be incredibly great scores for any magic-user in a full-on AD&D game. Our spell selection could be better, though. [LIST] [*][B]Light [/B]is "meh" in AD&D. I'd much rather have Spider Climb, Unseen Servant, or Armor from the "Weak" spells list. [*][B]Find Familiar[/B] is good in games where the DM lets you get away with a lot of clever uses for the familiar, but can be worthless if your DM doesn't allow that type of play. Plus a familiar is a huge liability: when it dies, the magic-user loses double its number of HP [I]permanently[/I]. Which either kills you outright at low levels or leaves you crippled for the rest of your career. [*][B]Sleep [/B]is a fantastic "save or die" spell. Arno was right about that. [/LIST] At least we didn't randomly get saddled with the starting spells Affect Normal Fires and Nystul's Magic Aura, which I swear I rolled every. single. time. I played a magic-user in the old days. [/QUOTE]
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[AD&D Gamebook] Sceptre of Power (Kingdom of Sorcery, book 1 of 3)
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