I love the fact that this system returns the authority of Story over Rules.
I love the return to a simplified skill system, though I would like to see some method for characters to learn skills outside their class or occupation. If I'm playing a turnip farmer who is now a wizard... the skill set of the wizard constrains the range of useful magic items he can create to: almost nil. Somehow I just don't see enemies fearing a +3 garden shovel.
Though a "Pitch Fork of Mighty Throwing" could be interesting...
I love the 0level character funnel! It has allowed me to expand on the possible ways of starting things off. I re-wrote the player intro to the "Portal under the stars" module for the Campaign test I'm starting and will post it with my game report. My only critique would be that the number of occupations should be increased for Humans and Non-Humans
BTW- Using the app. made by tovokas (
http://jmarrdesign.com/dcc) I made a sweet deck of 72 laminated 0level PCs so that the players can just-grab-and-go.
I love the Patron system of magic for clerics and the supporting mechanics. The idea of Patrons for wizards is growing on me (like the moss on my roof
) In my Aereth campaign setting there are so many Gods available, that I decided to put some of them in charge of regulating "lawful" or "white" wizardry. Thus were born the Gods of Magic: Amun-Tor, Azuarr, Delvyr, Shul; & the 5 Elemental Lords, Fenwar [fire], Madrah [aereth
], Thalass [water], Variag [air], & Denithae [spirit: Queen of the Fairies]. Between them they can give access to any spell on the wizard list, but require the wizard to serve the Patrons agenda. As long as the wizard is obeying the rules of society and not causing mayhem... they get left alone. These Patrons [and their clerics] are in charge of enforcement and are angered by wizards who make deals with the Patrons on the "dark powers" list, or use their magic to undermine society.
I LOVE the fact that I now have the authority to write monsters that match the models I can sculpt...
I love the mercurial magic, manifestation effects and the spell tables; though I'd make it so the wizard can choose any of the results on the table that are at his check level or less. i.e. If a wizard rolls a 32+ then they can choose any level of effect they need for the moment.
I love the idea of spell duels, though I'm still at a loss as to how to express one in story terms. Wonderfully random magic means that the caster may not even know the final outcome of the spell, so without some personal understanding of the casting wizard, the defender will never be able to know how to block spells properly. [from a story point of view]
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Any criticisms of the system that I have are easily rectified without drastic changes:
For White Wizards in good standing the chance of corruption is a function of spell failure. (entry on the fumble chart) Black wizards, however, roll for corruption every time they roll a 1 on a spell check as normal... after all they are playing with seriously nasty magics.
Elves should receive some sort of racial bonus with bows... there is plenty of material, both in literature & folklore to support this idea... and at least 1 of the Elf entries on the Occupation Table (forester) should start with a long bow or short bow depending on type of elf.
I'd swap the Halfling ability with 2-weap. style for a similar ability with thrown weapons and slings. With these weapons they would always be considered as Agility 16, and damage is 1 dice larger than normal. {1d4 -> 1d6, etc.} Alternately a Halflings luck bonus could always be applied to slings and thrown items, even if negative... because sometimes even Hobbits are born cross-eyed
For folks who like fighting with 2-weap. style... bring back the Ranger class...
I could go with the idea of Races as Classes if there were more races available. Bring back the Gnome, Half-Elf, & Half-Orc; and gave each a +1 stat bonus to the stat that defines their race.
Elves +1 Agility
Dwarves +1 Stamina
Gnome [either:+1Personality or +1 Intelligence; players choice]
Halfling (+1 to: 1. Agility; 2. Personality; 3. Stamina; roll 1d3)
Half-Orc +1 Strength
Half-Elves don't get stat bonus, but gain infra-vision, +1 on listen checks and saves vs. sleep + the Human man ability to take a class.
In this set-up, Humans would be allowed to take a total number of classes = Int bonus; minimum of 1. When "switching careers" they would no longer be able to gain levels in previous classes, but would retain abilities and skills already gained before the switch. Sound familiar
but statements like this:
"What man calls free will is but the options remaining after destiny and the gods have made their plays."
And others like it through the text, are just too fatalistic for my tastes. I don't even believe this to be true in real life... so it is understandable that I'd be uncomfortable with it in a game environment. So after the beta test I'll be re-tooling for a more AD&D, 2ed AD&D flavor... I'll be able to continue using more of the supplemental materials that I already posses, and will (IMO) appeal to a wider audience.
To each their own...
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PS -
Cult; (kult)
n., 1 a) a system of religious worship and ritual b) a quasi-religious group, often living in a colony with a charismatic leader who indoctrinates members with unorthodox or extremist views, practices, or beliefs. 2. a) devoted attachment to, or extravagant admiration for a person, principle, or lifestyle, especially when regarded as a fad
[the cult of nudism] b) the object of said attachment. 3. a group of followers; sect.
-Pg. 337, Webster's New World Dictionary
3rd college edition
By definition 2a, many of us would be considered "D&D cultists"...
so I'm more than willing to give Ol' Squid-face his/its sect of followers. Taking the rituals of any religious (or quasi-religious) group out of context will make them seem strange or unnatural...