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Bloodsand Arena/Dark Sun questions
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<blockquote data-quote="TheClone" data-source="post: 5229943" data-attributes="member: 90399"><p>Yep that'll be a problem, because without that info the negative impact of the longer router from Tyr is unclear. I guess I'll just grant the PCs two days. If I remember correctly failing on the skill challenges imposes one additional day and three days. So if the fail for one additional day, it doesn't matter. but if they fail for the three days, they loose a surge and if they fail two times they loose two. That should be okay. Because loosing too much surges would be difficult. The PCs have to fight the elf clan and before they fight in the arena, they only may have a short rest (although the arena fight shouldn't cost any hitpoints).</p><p></p><p>Concerning leaving out the negative effects of using arcane magic you may be right. It somehow feels like that. But maybe they just forgot (which shouldn't happen with such an important thing) or had to leave it out due to space requirements (although one sentence for arena fights and one for the fight in the barracks quarter should have been enough). I think of this a severe "bug", but it surely won't ruin the adventure. You just have to ask around.</p><p></p><p>Concerning asking, I learned a friend has the 2nd edition Dark Sun books and I discussed with him. He said using magic really is severe. The mob is likely to kill any spellcaster once they have formed and are marching with forks and torches (do they use torches in Dark Sun with almost no trees available? Maybe metal ones). After that I found a way to handle it:</p><p></p><p>Taking a look at the PCs for the adventure, the shaman (primal spellcaster) and battlemind (psionic) have powers that deal normal or psychic damage, nothing else. The shaman even may even conjure his spirit companion. So the magical effect seems not be that important to distinguish the magic power surge. But the damage type may be a unique property, by that non-spellcasting bystanders like spectators in the arena can identify the power source. So my rule is this: Non-defiling magic that deals no, normal or psychic damage is identified as non-arcane magic by people that are untrained in arcana (trained persons may roll). Any other damage type wil lbe automatically regarded as arcane magic, regardless of what it really is by arcana-untrained people. Defiling magic is recognized by people nearby suffering pain (thy may try to bluff, if they like) and plants shriveling and is thereby automatically recognized (except if all suffering persons nearby make their bluff check, you should use a fixed DC for that to avoid too much rolls). Seeing defiling magic automatically makes all npcs hostile toward that person. All other arcane magic makes them just unfriendly. That may very b situation.</p><p></p><p>I think that rule should work out fine. It will allow arcanists to use some of their powers and not be helpless, but there will also be up to severe consequences if they do it wrong.</p></blockquote><p></p>
[QUOTE="TheClone, post: 5229943, member: 90399"] Yep that'll be a problem, because without that info the negative impact of the longer router from Tyr is unclear. I guess I'll just grant the PCs two days. If I remember correctly failing on the skill challenges imposes one additional day and three days. So if the fail for one additional day, it doesn't matter. but if they fail for the three days, they loose a surge and if they fail two times they loose two. That should be okay. Because loosing too much surges would be difficult. The PCs have to fight the elf clan and before they fight in the arena, they only may have a short rest (although the arena fight shouldn't cost any hitpoints). Concerning leaving out the negative effects of using arcane magic you may be right. It somehow feels like that. But maybe they just forgot (which shouldn't happen with such an important thing) or had to leave it out due to space requirements (although one sentence for arena fights and one for the fight in the barracks quarter should have been enough). I think of this a severe "bug", but it surely won't ruin the adventure. You just have to ask around. Concerning asking, I learned a friend has the 2nd edition Dark Sun books and I discussed with him. He said using magic really is severe. The mob is likely to kill any spellcaster once they have formed and are marching with forks and torches (do they use torches in Dark Sun with almost no trees available? Maybe metal ones). After that I found a way to handle it: Taking a look at the PCs for the adventure, the shaman (primal spellcaster) and battlemind (psionic) have powers that deal normal or psychic damage, nothing else. The shaman even may even conjure his spirit companion. So the magical effect seems not be that important to distinguish the magic power surge. But the damage type may be a unique property, by that non-spellcasting bystanders like spectators in the arena can identify the power source. So my rule is this: Non-defiling magic that deals no, normal or psychic damage is identified as non-arcane magic by people that are untrained in arcana (trained persons may roll). Any other damage type wil lbe automatically regarded as arcane magic, regardless of what it really is by arcana-untrained people. Defiling magic is recognized by people nearby suffering pain (thy may try to bluff, if they like) and plants shriveling and is thereby automatically recognized (except if all suffering persons nearby make their bluff check, you should use a fixed DC for that to avoid too much rolls). Seeing defiling magic automatically makes all npcs hostile toward that person. All other arcane magic makes them just unfriendly. That may very b situation. I think that rule should work out fine. It will allow arcanists to use some of their powers and not be helpless, but there will also be up to severe consequences if they do it wrong. [/QUOTE]
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