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D20 Black Company conversions/ideas sought
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<blockquote data-quote="mmu1" data-source="post: 706564" data-attributes="member: 319"><p>Defining the power of the Taken is definitely a good first step...</p><p></p><p>I think the most important thing to realize is that, compared to standard D&D, the overall power level of Black Company magic is very <em>low</em>.</p><p></p><p>Yes, the Taken are damn near unkillable, but you don't see any of them slinging around Meteor Storms... Some of the most powerful magic mentioned in the books seems to be more on the order of Cloudkill (spreading mists melting flesh).</p><p></p><p>So when designing the Taken, you'd have to focus on protection much more heavily than offense - but with the stipulation that they need time to get them in place. Croaker and Raven took down Limper thanks to surprise and a magical arrow, after all.</p><p></p><p></p><p>As for other spellcasters - well, they're certainly feared and respected by the common people, but remember the start of Black Company - <em>three</em> company wizards accompanied by a band of veteran fighters with poisoned weapons get their clock cleaned by a single powerful lycanthrope - one of the wizards gets killed in the process.</p><p></p><p>Basically, for anything but Taken magic, Enchantment and Illusion would be the staple - again, think back to the extremely heavy emphasis on using magic for misdirection rather than direct damage.</p><p></p><p>As for healing magic - it clearly exists, and helps greatly (Croaker mentions getting One-Eye to help, or that more people could have easily been saved if they had a wizard around on numerous occasions), but it's definitely not the "poof - all better" kind that D&D uses. A switch to Wounds and Vitality Points is definitely in order for the whole system.</p></blockquote><p></p>
[QUOTE="mmu1, post: 706564, member: 319"] Defining the power of the Taken is definitely a good first step... I think the most important thing to realize is that, compared to standard D&D, the overall power level of Black Company magic is very [i]low[/i]. Yes, the Taken are damn near unkillable, but you don't see any of them slinging around Meteor Storms... Some of the most powerful magic mentioned in the books seems to be more on the order of Cloudkill (spreading mists melting flesh). So when designing the Taken, you'd have to focus on protection much more heavily than offense - but with the stipulation that they need time to get them in place. Croaker and Raven took down Limper thanks to surprise and a magical arrow, after all. As for other spellcasters - well, they're certainly feared and respected by the common people, but remember the start of Black Company - [i]three[/i] company wizards accompanied by a band of veteran fighters with poisoned weapons get their clock cleaned by a single powerful lycanthrope - one of the wizards gets killed in the process. Basically, for anything but Taken magic, Enchantment and Illusion would be the staple - again, think back to the extremely heavy emphasis on using magic for misdirection rather than direct damage. As for healing magic - it clearly exists, and helps greatly (Croaker mentions getting One-Eye to help, or that more people could have easily been saved if they had a wizard around on numerous occasions), but it's definitely not the "poof - all better" kind that D&D uses. A switch to Wounds and Vitality Points is definitely in order for the whole system. [/QUOTE]
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