The Black Company setting


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I have, and in a nutshell: Lots of character options, but all the while keeping a low-magic flavor, and a gritty low-fantasy tone. Magic is really malleable, but generally speaking magic softens up your foes, and the throats still usually have to get slit the old-fashioned way. Combat can be very lethal if you are caught by surprise, or if your enemy rolls two 20's in a row to hit and confirm a crit.

Spells do nonlethal damage to their casters (buffered by how good a wizard they are), and damage gets converted to nonlethal from lethal when healed, so no "instant healing to full health" - you still need to rest for a few hours to get your wind back. No slots in the magic system, as the nonlethal damage limits your casting ability, so you can cast lesser spells almost all day long.

Really fun system, and I've seen it mixed with Grim Tales to great effect.
 

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