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Henry said:


Heck yeah! People think qualifying as a PALADIN was hard in 1st edition AD&D??? The qualifications for being a true dweomercrafter were intense! But if you were specially built to try, and you got lucky with that roll to determine, you had access to STACKS of heka points. Most everyone else had to settle for being minor mages, with limited amounts of heka, or had to make pacts with devils or such to get more heka to cast spells.


The big bennefit of a true dweonmecrafter is that they could cast higher level spells in their specialty easier.(it was considered one level lower for the %check I beleive) The hecka were nice but if you were making a caster you usually had so many heka producing skills that the boost(usually around 500 points) you got from being a true caster was negligible. Now if you were a true arcane/divine(D&D terms) you had even more hecka but still I'm not sure the difference was that big an issue.

While character gen was a bear as I mentioned earlier god I loved it especially when making a spellcaster(or even a rich, old, spellcaster). And I really loved how spellcasting was a skill which any of the professions could learn.
 

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Henry said:
That said, I wouldn't trade my books for all the world. The little pieces of ideas I gain here and there for other games are invaluable to me.

Same here. I ran the game for 3 years (!) and still have a certain fondness for it, despite relatively huge obstacles. There are a number of interesting and useful ideas in there that I've stolen at various times.

In fact, I wonder if a d20 Dangerous Journeys wouldn't be such a bad idea, assuming that the game's many problems could be straightened out while fitting it into the much cleaner d20 engine.

Incedentally, what DJ really needed was not an editor, IMO, but a developer. One who could prune away all the clutter and get to what is actually a fairly playable core engine.
 

Henry said:
Heck yeah! People think qualifying as a PALADIN was hard in 1st edition AD&D??? The qualifications for being a true dweomercrafter were intense! But if you were specially built to try, and you got lucky with that roll to determine, you had access to STACKS of heka points. Most everyone else had to settle for being minor mages, with limited amounts of heka, or had to make pacts with devils or such to get more heka to cast spells.

There really wasn't much to qualifying as a Full Practitioner... you just had to make the roll, and had, at most a 22% or so chance of doing so.

One of the biggest problems I had with DJ was the Partial Practitioners. For "minor spell users," they had preposterous amounts of Heka and a vast catalogue of available castings. I had seen burly Conan-types who knew a dozen spells, and failed priests (Partial Practitioners) who knew over a hundred, as starting characters.

And a Full Practitioner? 2500+ Heka, hundreds of known castings.
 

I wrote a lengthy reply regarding Known Castings in Mythus and was about to post it, but my computer crashed. If you'd like to help Mythusmage get a new(er) Macintosh*, make a donation at the Mythusmage web site.

*Something able to use OSX.II that is.
 

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