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Interest Check: Swords & Wizardry, possible PbP
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<blockquote data-quote="gambler1650" data-source="post: 5656156" data-attributes="member: 11033"><p>We'll be using Descending AC, for that Old School Flavor.</p><p></p><p>Let me think about the elf 'reskinning' physical actions as magical a bit more. I realized this morning what was bothering me, and it was a 'meta' issue. I'm hoping for the game to have a good amount of character interaction/development and RP on the boards, and my worry is that your character's unique way of doing physical actions might overshadow who he is and why he's doing the things he does: if that makes sense. </p><p></p><p>As a point of comparison, in a real life game I was part of, there was a player who insisted on using a British accent for his dwarf all the time.. very quickly it was determined that dwarves drank tea, and other 'stereotypes' taken from Britain. All I remember about his character is that he was a British dwarf who drank tea even though we played a few sessions.</p><p></p><p>There's also another mechanical issue. Spell dampening/increasing effects, magic resistance, creatures only affected by magical weapons, etc. We can simply say 'Absolutely no effects other than what would be caused physically...' but unless there's a solid reason why a Wraith can be affected by a magic arrow but not by an arrow that's created from a spell, then it spoils the suspension of disbelief a bit.</p><p></p><p>Finally, for spells known.. let me think about it for a bit.. I like the idea of you getting some flexibility of choice of starting spells, but your first method will make it much more likely to get more total spells (since you're effectively replacing some of the rolls with 100%). Came up with some methods, but the simplest might be:</p><p></p><p>Pick HALF (rounded up) of the minimum spells known for your INT (if it's 13, you know up to 3 first level spells as you want). Then order the remaining spells however you want and roll down the list but subtract 10% from the chance to know for each spell you chose at the start (so if you decided to know 3 spells, subtract 30 from the chance to know). For the first set of rolls, stop if you know your max number. If you don't know your minimum number after the first set, then start rolling in the same order for the remaining spells and stop when you reach the minimum number.</p><p></p><p>Example: You have 13 INT, you want to know Detect Magic, Magic Missile and Sleep. You decide to keep the first level spells in alphabetical order. You can know between 5-8 total spells, but your chance to know each is now 35%.</p><p></p><p>You roll horribly, and just get Read Magic, so you start from the top of the spell list again. The next spell you know will give you 5 total that you know, and you'll stop there.</p><p></p><p>Sound fair?</p></blockquote><p></p>
[QUOTE="gambler1650, post: 5656156, member: 11033"] We'll be using Descending AC, for that Old School Flavor. Let me think about the elf 'reskinning' physical actions as magical a bit more. I realized this morning what was bothering me, and it was a 'meta' issue. I'm hoping for the game to have a good amount of character interaction/development and RP on the boards, and my worry is that your character's unique way of doing physical actions might overshadow who he is and why he's doing the things he does: if that makes sense. As a point of comparison, in a real life game I was part of, there was a player who insisted on using a British accent for his dwarf all the time.. very quickly it was determined that dwarves drank tea, and other 'stereotypes' taken from Britain. All I remember about his character is that he was a British dwarf who drank tea even though we played a few sessions. There's also another mechanical issue. Spell dampening/increasing effects, magic resistance, creatures only affected by magical weapons, etc. We can simply say 'Absolutely no effects other than what would be caused physically...' but unless there's a solid reason why a Wraith can be affected by a magic arrow but not by an arrow that's created from a spell, then it spoils the suspension of disbelief a bit. Finally, for spells known.. let me think about it for a bit.. I like the idea of you getting some flexibility of choice of starting spells, but your first method will make it much more likely to get more total spells (since you're effectively replacing some of the rolls with 100%). Came up with some methods, but the simplest might be: Pick HALF (rounded up) of the minimum spells known for your INT (if it's 13, you know up to 3 first level spells as you want). Then order the remaining spells however you want and roll down the list but subtract 10% from the chance to know for each spell you chose at the start (so if you decided to know 3 spells, subtract 30 from the chance to know). For the first set of rolls, stop if you know your max number. If you don't know your minimum number after the first set, then start rolling in the same order for the remaining spells and stop when you reach the minimum number. Example: You have 13 INT, you want to know Detect Magic, Magic Missile and Sleep. You decide to keep the first level spells in alphabetical order. You can know between 5-8 total spells, but your chance to know each is now 35%. You roll horribly, and just get Read Magic, so you start from the top of the spell list again. The next spell you know will give you 5 total that you know, and you'll stop there. Sound fair? [/QUOTE]
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