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The Vulgar Argot
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<blockquote data-quote="Herremann the Wise" data-source="post: 2703131" data-attributes="member: 11300"><p>Our group recently found a particularly powerful mace (epic +6/Holy Aura (overall +9)) known as Astell's Heart. The group handed it to my "Warlock" Lucifus Cray to have it identified with a "Lucifus's Spontaneous Divination", (Analyze Dweomer). Dumbfounded, he turned to the group after the analysis and merely pronounced it was "beyond anything he had ever examined before". His perspective on the thing was that if someone used it as a weapon, "it would most likely hit".</p><p></p><p>The group looked at me and collectively went, "you're not going to do this again are you". We have an in-game system of singularly enchanted, twice enchanted, thrice enchanted etc. that I absolutely detest. For some people, I suppose it's all about the plusses. This time though, I held to my guns and shrugged the shoulders. The mace was given to Father Brian and you could see the group sweating on him swinging the thing. I guess I'm a tease. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>As for my own soon-to-start Age of Worms Campaign, I have decided upon the following:</p><p></p><p>1. Sepulchrave's system is the go. Vancian magic perfectly marries itself to valences.</p><p></p><p>2. Everyone is <em><strong>not</strong></em> familiar with spells and magic. In fact I'm pretty much saying that if you don't have ranks in spellcraft, you don't know much about magic at all aside from hearsay, myths and rumours. Most people would have no idea of the difference between a +1 weapon and a +2 weapon. A weapon is simply "magical". </p><p></p><p>Magic in itself is a mystery, even to those who cast it. Why it works, they have no idea. How it works, is only partially understood. This is the legacy of the magic system as I see it. For wizards, magic is more about following rituals and arcane recipes - not that I'd use the word "recipe" in game.</p><p></p><p>There are a lot of potions and stuff around but only some of them are truly magical. Mountebanks, frauds and hucksters are all too common peddling goodness knows what. It takes a dedicated expert to tell the difference between them (detect magic for one and spellcraft for another). Different potions by different casters have different qualities. No "it's green therefore it must be a curing spell".</p><p></p><p>3. I have told the players alignment will mean very little in game unless your class has a restriction on it. I have suggested to them that they work out the personality of their characters first and foremost. Apply an alignment afterwards that best fits your concept - not the other way. A particular dislike of mine is players saying that a character would not have acted in a particular way because they're "Chaotic Good". They "did" act in that way so get on with it.</p><p></p><p>4. Clerics and Paladins are rare. Very rare. Most in the church are experts and orators, defined more by their faith and devotion than their ability to knock out spells (which I define as prayers). Clerics and Paladins are usually given the title of Saint (when they reach 5th level) and addressed by "your grace".</p><p></p><p>5. I like your idea of gnosis to describe a divination. Consider it stolen. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>6. Wizards are different to other spellcasters. They wear chains (not dissimilar to George R.R. Martin's Maesters in his Fire and Ice Trilogy). As most Bards and Sorcerers are low level (less than 3rd/4th), they are not differentiated between by the common populace. Higher level sorcerers are considered Warlocks or Witches and are regarded suspiciously. Druids are rarely seen and rarely interacted with. Most only have concerns that rarely coincide with the Realms of Men. As for prestige classes, they are not known or used onless they are part of a formal organisation and thus are described by the titles of that organisation.</p><p></p><p>Best Regards</p><p>Herremann the Wise</p></blockquote><p></p>
[QUOTE="Herremann the Wise, post: 2703131, member: 11300"] Our group recently found a particularly powerful mace (epic +6/Holy Aura (overall +9)) known as Astell's Heart. The group handed it to my "Warlock" Lucifus Cray to have it identified with a "Lucifus's Spontaneous Divination", (Analyze Dweomer). Dumbfounded, he turned to the group after the analysis and merely pronounced it was "beyond anything he had ever examined before". His perspective on the thing was that if someone used it as a weapon, "it would most likely hit". The group looked at me and collectively went, "you're not going to do this again are you". We have an in-game system of singularly enchanted, twice enchanted, thrice enchanted etc. that I absolutely detest. For some people, I suppose it's all about the plusses. This time though, I held to my guns and shrugged the shoulders. The mace was given to Father Brian and you could see the group sweating on him swinging the thing. I guess I'm a tease. ;) As for my own soon-to-start Age of Worms Campaign, I have decided upon the following: 1. Sepulchrave's system is the go. Vancian magic perfectly marries itself to valences. 2. Everyone is [i][b]not[/b][/i] familiar with spells and magic. In fact I'm pretty much saying that if you don't have ranks in spellcraft, you don't know much about magic at all aside from hearsay, myths and rumours. Most people would have no idea of the difference between a +1 weapon and a +2 weapon. A weapon is simply "magical". Magic in itself is a mystery, even to those who cast it. Why it works, they have no idea. How it works, is only partially understood. This is the legacy of the magic system as I see it. For wizards, magic is more about following rituals and arcane recipes - not that I'd use the word "recipe" in game. There are a lot of potions and stuff around but only some of them are truly magical. Mountebanks, frauds and hucksters are all too common peddling goodness knows what. It takes a dedicated expert to tell the difference between them (detect magic for one and spellcraft for another). Different potions by different casters have different qualities. No "it's green therefore it must be a curing spell". 3. I have told the players alignment will mean very little in game unless your class has a restriction on it. I have suggested to them that they work out the personality of their characters first and foremost. Apply an alignment afterwards that best fits your concept - not the other way. A particular dislike of mine is players saying that a character would not have acted in a particular way because they're "Chaotic Good". They "did" act in that way so get on with it. 4. Clerics and Paladins are rare. Very rare. Most in the church are experts and orators, defined more by their faith and devotion than their ability to knock out spells (which I define as prayers). Clerics and Paladins are usually given the title of Saint (when they reach 5th level) and addressed by "your grace". 5. I like your idea of gnosis to describe a divination. Consider it stolen. :) 6. Wizards are different to other spellcasters. They wear chains (not dissimilar to George R.R. Martin's Maesters in his Fire and Ice Trilogy). As most Bards and Sorcerers are low level (less than 3rd/4th), they are not differentiated between by the common populace. Higher level sorcerers are considered Warlocks or Witches and are regarded suspiciously. Druids are rarely seen and rarely interacted with. Most only have concerns that rarely coincide with the Realms of Men. As for prestige classes, they are not known or used onless they are part of a formal organisation and thus are described by the titles of that organisation. Best Regards Herremann the Wise [/QUOTE]
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