General Discussion Thread VIII

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Manzanita said:
I don't think WizWrm is with us anymore, so we can do what we will with this area. His description indicates the empire does still exit, it's just quite small and weak now. I see the Academy as the premier wizard training program in Enworld. I don't think people would go there much if it lacked amenities. I think Medabaria city should still possess some wealth, and the academy itself should be quite wealthy. But the town could well still be someonewhat ruined, the people not having the resources or will to repair the once-mighty walls and monuments.
Oh, I'm sure the academy itself would be quite wealthy. How about this--the inhabited buildings and goings-on of the city of Medibaria have moved subtly from the ruins of Old Medibaria to New Medibaria, which has been built near and around the old city. However, the Academy has staunchly refused to move to a new building from their ancient halls, still filled with arcane secrets and the mementos of powerful mages from ages past? Some of the wizards within actually enjoy the added effect it has on petitioners to the Academy that they must walk through a bit of the ruins of the once-mighty city to reach its gates.
 

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Rystil Arden said:
Oh, I'm sure the academy itself would be quite wealthy. How about this--the inhabited buildings and goings-on of the city of Medibaria have moved subtly from the ruins of Old Medibaria to New Medibaria, which has been built near and around the old city. However, the Academy has staunchly refused to move to a new building from their ancient halls, still filled with arcane secrets and the mementos of powerful mages from ages past? Some of the wizards within actually enjoy the added effect it has on petitioners to the Academy that they must walk through a bit of the ruins of the once-mighty city to reach its gates.

Sounds great. For what its worth, the Academy can't be moved to a new building anyway. The wizards have mostly been human and thus have been dying constantly for hundreds of years. Varous wizards have made various gifts of magic room, golums, defensive enchantments, etc. These are loyal to the academy itself, (the building itself in some cases) & not to any person. Thus no one could get them to move. I'm glad you're fleshing it out a bit. Awesome. I'll have to follow this thread. Is this your main IA?
 

Manzanita said:
Sounds great. For what its worth, the Academy can't be moved to a new building anyway. The wizards have mostly been human and thus have been dying constantly for hundreds of years. Varous wizards have made various gifts of magic room, golums, defensive enchantments, etc. These are loyal to the academy itself, (the building itself in some cases) & not to any person. Thus no one could get them to move. I'm glad you're fleshing it out a bit. Awesome. I'll have to follow this thread. Is this your main IA?
Yeah, I figured there were things like that, hence 'still filled with arcane secrets and the mementos of powerful mages from ages past?'

No, this is IA: A Teacher for Laynie, which is all about finding a teacher for an orphaned little girl who wants to learn magic :)
 


Rystil Arden said:
Hmmm...at this point, the characters are all low enough level that most casters will lose the duels anyway by virtue of getting smacked down by a fighting character who wins initiative and kills them in round 1 :heh:

For pure wizard, it might be the case, but for a Figther wizard or a cleric, it might not be it.
 

Velmont said:
For pure wizard, it might be the case, but for a Figther wizard or a cleric, it might not be it.
Well then they aren't pure casters anymore, though--I was talking specifically about Wizards, Sorcerers, Wilders, and (close to my own heart) Psions :D
 

Roger said:
Judges: Would it be possible (or a good idea) to ask around the Inn for some characters, talk to the players a bit, and then write and submit an adventure for approval?

It strikes me that it might work a bit better (and easier) to try it that way rather than for me to sit here in isolation and write an adventure, hoping the characters who end up in it will work out.


Cheers,
Roger

Early on, one of my characters came up with an adventure on her own (let's go hunting!) and we got a DM to run it for us. Sparky and I were considering something similar to follow up on Kirin's departure from the Fort Knocks adventure and introduce a new character who was the gnome's cousin. (come to think of it, if anyone would like to be particularly indulgent, I'm loath to just bring Kirin back to the RDI without anything having happened there....)
 

Judges: Would it be possible (or a good idea) to ask around the Inn for some characters, talk to the players a bit, and then write and submit an adventure for approval?

It strikes me that it might work a bit better (and easier) to try it that way rather than for me to sit here in isolation and write an adventure, hoping the characters who end up in it will work out.


Cheers,
Roger

I also agree that this is a neat idea, and I've sort of done that with my newest mini-adventure, though it was my NPC from another game that catalysed the players to start it. The main issue I've had with those was trying to keep consistency with the shared setting though
 

Have we ever determined if the feats from the Divine section of the SRD are acceptable here? They have a subdual substitution feat (which unfortunately wouldn't work well for the character I want it for, since you can only use it on energy descriptor spells as opposed to the inflict wound series, but its a start.)

If not I can write up a proposal, but the last one was declared simultaeously overpowered and useless, and I had to go lie down in a dark room a while. ;)
 

Kahuna Burger said:
Have we ever determined if the feats from the Divine section of the SRD are acceptable here? They have a subdual substitution feat (which unfortunately wouldn't work well for the character I want it for, since you can only use it on energy descriptor spells as opposed to the inflict wound series, but its a start.)

If not I can write up a proposal, but the last one was declared simultaeously overpowered and useless, and I had to go lie down in a dark room a while. ;)
Wow, there's a bunch of feats in there that I never would have expected to reach the SRD (I'm looking at you Persistant Spell). Also Improved Combat Expertise (here called Superior for whatever reason) is rather powerful, particularly for monsters.
 

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