User avatar
lupex
Posts: 864
Joined: Sun 08 Oct 2017, 13:16

Re: Missing oppotunities for scorcerers in the gerneral skills

Mon 29 Jan 2018, 14:49

I think anything that is part of the rules for survival (or an area of expertise for other players) should not be something that a spell-caster should be able to emulate, however I will probably allow spell-casters to do some 'safe' magic relating to what they already know that will just add to the flavour of the setting as long as it isn't during combat or brings an advantage during exploration.  I will also have a player describe how they use other talents as if they were tapping into unseen forces, although mechanically any character with the talent should be able to achieve the same result.
YZE Bestiary - https://www.drivethrurpg.com/product/320924/The-Servants-of-Memory

My Blog - https://is-it-a-monster.blogspot.com/

Instant Session - https://perchance.org/fl-session-generator

Monsters - https://perchance.org/fl-monster-generator
 
User avatar
Klas
Posts: 323
Joined: Sun 04 Nov 2012, 19:17

Re: Missing oppotunities for scorcerers in the gerneral skills

Thu 01 Feb 2018, 22:20

I'm tempted to house rule it that casting always causes 1p fatigue. If you roll any mishaps, you get the same number of extra fatigue points. This is mostly to prevent fights with more than 4 spells or so per character. To make up for this I will probably also introduce some form of magical nature well that allows you to cast more safely and without the fatigue cost but only at these special places. Those would be prime candidates for fortress building and you'd be lucky to find one that's not already occupied.

Who is online

Users browsing this forum: No registered users and 10 guests