Primitive Screwhead
First Post
Character generation with a new group last night, and uncovered some concerns:
Proof-reading
[sblock]
Pg 65 under Mental Defense: States to use the same table but substitute Will for STR. Should read Will for AGI
Pg 49, Archer tradition rank I: "...taking a -1 die die penalty to damage"
[/sblock]
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Druid Tradition:
The spell list block states "May learn...[spell lists], but may never learn ..[spell lists]"
What about the spell lists not mentioned? Can a Druid learn "Heal Person"? or is this answered by the below concern.
Can a Druid learn Infuse Time, gaining the 1MP enhancement of "Grow Plant" on pg 168? or should this enhancement be moved to a Druid only special ability?
I recommend the following changes to the druid: [sblock]
Rank I: Gain the 'Grow Plant' spell list.
1MP ages the normal plants in the target area by 1 day. Once the spell duration ends, the plant remains at its new age.
May select the 'Grow Animal' spell list
1MP ages the normal animals in the target area by 1 week. Once the spell duration ends, the animal remains at its new age. This will have less effect on a land tortoise than it would on a butterfly.
May select the "Know Area" spell list
1 MP to learn the direction to nearest a simple natural geographical landmark, such as lake, stream, glen, hill, etc
3 MP to learn the direction to a named natural geographical landmark or mortal settlement.
+2 MP to learn of the second nearest, third nearest, etc..
+2 MP to learn the travel time to the landmark(s) or settlement(s)
[/sblock]
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Heal Life: This is greyed out on the master chart pg 25, but is in a number of the sample spells reference Heal Life as standard healing spells. Please un-grey Heal Life from the master chart.
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Infuse: Oi,, this one is confusing.
So a Cantrip I can add 1 dice to the stats dice pool.
for 1 MP I can add +1 to the stat.. does that include the cantrip effect?
for 2 MP or 3MP, I really don't get anything
I recommend dumping the table and stating something like:
0 MP for elements with a single associates stat grants +1 die to the stats dice pool
1 MP for elements with two associated stats grants +1 die to one of the stats dice pools
+3MP grants +1 to a single associated stat.
each 2 points of MP spent infusing a bonus to the associated stat grants a point of SOAK against that elements opposite
Side effects: See Evoke
Example spell:
Spirit of Fire: Infuse Fire 9/Gen 0
For one minute, the target gains +2 Charisma and an additional +1 die to their charisma dice pool for one minute. The target emits light similar to a bonfire and flammable objects and living creatures touched burst into flame unless they succeed on an END check versus a difficulty of 13. The target gains SOAK 6 against Water, Ice, and Acid. The target is moderately aligned with [FIRE[ and may be targeted by spell lists as a FIRE creature.
Note, this spell does not provide protection to worn equipment or clothing.
{ 0 MP cantrip, 6 MP boost to CHA, 3 MP for moderate Ignite effect}
====
Starting money: So a pure cleric starts with no money as they have 0 GC and 0 LUCK? or do they get the minimum of 60?
thats all for now
Proof-reading
[sblock]
Pg 65 under Mental Defense: States to use the same table but substitute Will for STR. Should read Will for AGI
Pg 49, Archer tradition rank I: "...taking a -1 die die penalty to damage"
[/sblock]
====
Druid Tradition:
The spell list block states "May learn...[spell lists], but may never learn ..[spell lists]"
What about the spell lists not mentioned? Can a Druid learn "Heal Person"? or is this answered by the below concern.
Can a Druid learn Infuse Time, gaining the 1MP enhancement of "Grow Plant" on pg 168? or should this enhancement be moved to a Druid only special ability?
I recommend the following changes to the druid: [sblock]
Rank I: Gain the 'Grow Plant' spell list.
1MP ages the normal plants in the target area by 1 day. Once the spell duration ends, the plant remains at its new age.
May select the 'Grow Animal' spell list
1MP ages the normal animals in the target area by 1 week. Once the spell duration ends, the animal remains at its new age. This will have less effect on a land tortoise than it would on a butterfly.
May select the "Know Area" spell list
1 MP to learn the direction to nearest a simple natural geographical landmark, such as lake, stream, glen, hill, etc
3 MP to learn the direction to a named natural geographical landmark or mortal settlement.
+2 MP to learn of the second nearest, third nearest, etc..
+2 MP to learn the travel time to the landmark(s) or settlement(s)
[/sblock]
====
Heal Life: This is greyed out on the master chart pg 25, but is in a number of the sample spells reference Heal Life as standard healing spells. Please un-grey Heal Life from the master chart.
====
Infuse: Oi,, this one is confusing.
So a Cantrip I can add 1 dice to the stats dice pool.
for 1 MP I can add +1 to the stat.. does that include the cantrip effect?
for 2 MP or 3MP, I really don't get anything
I recommend dumping the table and stating something like:
0 MP for elements with a single associates stat grants +1 die to the stats dice pool
1 MP for elements with two associated stats grants +1 die to one of the stats dice pools
+3MP grants +1 to a single associated stat.
each 2 points of MP spent infusing a bonus to the associated stat grants a point of SOAK against that elements opposite
Side effects: See Evoke
Example spell:
Spirit of Fire: Infuse Fire 9/Gen 0
For one minute, the target gains +2 Charisma and an additional +1 die to their charisma dice pool for one minute. The target emits light similar to a bonfire and flammable objects and living creatures touched burst into flame unless they succeed on an END check versus a difficulty of 13. The target gains SOAK 6 against Water, Ice, and Acid. The target is moderately aligned with [FIRE[ and may be targeted by spell lists as a FIRE creature.
Note, this spell does not provide protection to worn equipment or clothing.
{ 0 MP cantrip, 6 MP boost to CHA, 3 MP for moderate Ignite effect}
====
Starting money: So a pure cleric starts with no money as they have 0 GC and 0 LUCK? or do they get the minimum of 60?
thats all for now

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