Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
Iron Kingdoms with Grim Tales
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="GIBattiste" data-source="post: 2371534" data-attributes="member: 33465"><p>Alright, I am on vacation from work, and trying to do a bit more work on this system idea.</p><p></p><p> </p><p>As you know, I am trying to get a bit more magic heavy then GT, but still much less magic then standard D20 D&D. I would like to ask for some suggestions as to spell aquisition. I was thinking about allowing arcane spell casters get two spells automatically every time they up a caster level. I would also most likely allow a caster to learn up to his casting stat modifier in additional spells if he could find them. The Iron Kingdoms makes a lot of use of a few very powerful wizards guilds. I would like to offer more flavor to the guilds by giving them a list of specialty spells. I was thinking about having maybe two spells per level, setup like two domains for a cleric. These spells would be made available to guild members, allowing in effect a free spell to learn every level. How does this sound? I think this would make guilds important, and give the players a motivation to seek membership, and to give each of them a different flavor of specialization.</p><p> </p><p>Now my big question is about clerics. Since the gods play a big role in this game, (Not as much as FR or GH, but they give spells etc.) I don't feel it proper to limit clerics quite the same as wizards, but I also don't want to give them the freedom they are given in D&D. (this would lead to the end of arcane casters.) I have thought about making them pick what spells, and domains they get to cast from, much like above. I don't know if this is quite fair, being that I don't see as much oppritunity for a cleric to learn a new prayer, as a mage to find a spell book. Perhaps I can just make clerics find old, forgotten prayers...</p><p>A cleric has always had more freedom in spells then a mage, and the difference is still very important in a game like this. How would you handle a cleric feel, but keep it in line with a wizard maxing out at two to four spells a caster level?</p><p>Battiste</p></blockquote><p></p>
[QUOTE="GIBattiste, post: 2371534, member: 33465"] Alright, I am on vacation from work, and trying to do a bit more work on this system idea. As you know, I am trying to get a bit more magic heavy then GT, but still much less magic then standard D20 D&D. I would like to ask for some suggestions as to spell aquisition. I was thinking about allowing arcane spell casters get two spells automatically every time they up a caster level. I would also most likely allow a caster to learn up to his casting stat modifier in additional spells if he could find them. The Iron Kingdoms makes a lot of use of a few very powerful wizards guilds. I would like to offer more flavor to the guilds by giving them a list of specialty spells. I was thinking about having maybe two spells per level, setup like two domains for a cleric. These spells would be made available to guild members, allowing in effect a free spell to learn every level. How does this sound? I think this would make guilds important, and give the players a motivation to seek membership, and to give each of them a different flavor of specialization. Now my big question is about clerics. Since the gods play a big role in this game, (Not as much as FR or GH, but they give spells etc.) I don't feel it proper to limit clerics quite the same as wizards, but I also don't want to give them the freedom they are given in D&D. (this would lead to the end of arcane casters.) I have thought about making them pick what spells, and domains they get to cast from, much like above. I don't know if this is quite fair, being that I don't see as much oppritunity for a cleric to learn a new prayer, as a mage to find a spell book. Perhaps I can just make clerics find old, forgotten prayers... A cleric has always had more freedom in spells then a mage, and the difference is still very important in a game like this. How would you handle a cleric feel, but keep it in line with a wizard maxing out at two to four spells a caster level? Battiste [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Iron Kingdoms with Grim Tales
Top