Here's something I like a lot.
If you don't want to click the link, here's the gist:
Spell lists suck. You know what doesn't suck? Magic words. If you look through the spell list and take the words, you can recombine them into new spells and have a lot of fun doing it.
That's it. Go read the blog post.
Alright, you done there? Check this out, too, if you liked it.
As I've written before, I'm working on my own heartbreaker, which is really just a set of house rules that I like and have used, plus a couple of things that I want to try out. And minus all that dumb shit that shouldn't have been in there in the first place. [1]
One of the things that I wanted to deal with was magic. Writing a list of spells sucks, and playing a wizard who summons his arcane might from what amounts to a really boring shopping list also sucks. What super sucks is that you have in front of you all of the spells in the game [2] and so magic battles come down to figuring out what the other wizard shopped for and hoping that your selections were more appropriate to the situation.
At first, I was going to write up a spell system where you took a handful of fairly vague spells and then rolled dice and built it on the spot. If you've got Weather and you rolled 3d6 for a result of 15, now you can look at your list of spell effects and... let's see, change the weather to stormy for 1d6 turns!
Pretty good way to avoid having to write a list while still keeping magic a little unpredictable. You just describe the effects you can get and how high you need to roll for it, you keep wizards from all doing the same thing, and you never know what the other wizard's going to get up to even if you know that he likes blasting things.
But I like this better.
So you're a first level wizard. You have X magic points available per day for your spellcasting. [3] You also have a couple of words, rolled randomly from a list. Write down what they mean, and tell the GM what you want them to do (more or less).
Spells have levels, determined by the amount of MP you spend to cast them. A first level spell costs 1 point, a 2nd level spell costs 3 points, a 3rd level spell costs 7, a 4th level spell costs 18, and so forth.
The level you cast the spell at determines what it does. There's a smallish chart- a spell that takes an attack roll does 1d6 damage to a single target per level. If it doesn't take an attack roll, then it does 1d4 damage. If it's an area attack, then divide up the damage. [4] Everything else is between you, the GM, and your collective senses of wonder and creativity.
What does "Hold Magic" do, exactly? Is it a counterspell (as Lum suggested), or is it a method for delaying magic (as in, a delayed fireball, perhaps). Does it let you capture a spell and use it later? Does it have a mnemonic-type "memorize more spells" effect (as in, holding the magic in your mind)? I dunno, man. You tell me. Go ahead and write up some spells and let's think it over.
The best thing, though, is that finding spells isn't about finding pre-made spells somewhere. Now you're looking for the Words of Magic, scouring seemingly boring tomes to find a veiled reference to a magic word, and hidden formulae- a ha, there it is! "Teleport!" Now what do I do with it...
And then at a certain level spellcasters should be able to chain more words together, right? Only now they cost double, or whatever, because "Teleport Unseen Fire" is a pretty cool spell and so is "Prismatic Steel Servant," and, again, I have no idea what those do because I haven't written it down.
Oh, also: Wizards need to write down their words into spellbooks. "Word" is a bit of a misnomer because wizards are actually writing down syllables in the language of creation which, as it turns out, is nearly incomprehensible to the human mind and only years of study, great note-taking skills and some fairly decent shorthand allows magic users to utilize. Capturing spellbooks gives you a chance to learn their spells and maybe even their words but it's not guaranteed and it's going to take you a while!
So that's what I'm working on including. Lemme know what you think.
[1] Man, people who don't have the same opinions as me are dumb! Right?
[2] Unless you invent your own spells, but that requires writing them up and then giving them to the players, who can still choose not to take them because they'd rather prepare the already overly efficient Sleep, Magic Missile, and Fireball. Your options thus are: A spell that's too efficient (and will get picked first now), a spell that's too narrow (that somebody might prepare once in a blue moon), or a spell that's really weird that somebody might pick because it's fun.
[3] I was going to do spell slots but as I was brainstorming with a friend, he was like "why not just use MP?" Here's the original idea: You have a handful of spell slots per day. They have levels- a 5th level wizard might have four 1st level spell slots and 2 second level spell slots. When you cast a spell, expend a slot. A spell counts as the level of the slot it's cast from- a fireball might do 1d6 damage per spell level, and magic missile creates 1d4 unerring force blasts per 2 levels. Or whatever. Magic points makes the math a little easier and lets you shoot lots of little spells during the day, if that's what you want, so it's a plus. And it's not that much harder to track, really.
[4] I know that this makes fireball a little weaker but honestly 5d6 damage (or whatever) is a lot and having a sort of choice between "do I plug this dude over here" or "do I blast minions" is kind of a neat choice.
Showing posts with label magic. Show all posts
Showing posts with label magic. Show all posts
21 September 2015
28 March 2012
Rodiel: Sorcerers
Sorcerers, as you'd know if you were listening to anything I'd written beforehand, are weak, twisted, and a little insane. The practice and study of magic is inherently perilous for the races of men, but the ambitious seek any source of power they can.
Sorcerers can have any other background and any other trait, but are identified by their unique Magic rating. Tracked separately from the other four statistics, Magic is inversely calculated from the sum of the other attributes- Sorcerers are either the pathetic wretches that were called to the obscene arts and are little more than servants, or driven individuals who are more than willing to lose their own sanity to gain dominion over others.
Regardless, there are a number of sorcerous disciplines available to players. A few examples follow.
BOOK OF DEATH: You know the forgotten lore of Black Quaanesh, a grim demon of the South Seas. You may call upon your patron in exchange for the souls of those you have ensorcelled. In a pinch, your own soul may be bargained for as well. Your magic is powerful for cursing your foes and blasting their minds to a stupor.
BONECHEWER: You are no sorcerer of the black depths, but a respected shaman of the Grey Gods. Your powers are useful for mending wounds and broken bones and for removing venoms, but precious little else. You require your fetishes and focii to work magic, and are useless without them.
CONJURATION OF LENSH: Your talents tend towards the conjuration of spirits instead of the crude will-work of others. You have a power that has a blood-debt to you that you may call upon more often than others, but for the rest of the spirits, you must strike a fresh bargain each and every time. Each deal is more dear than the last, so an intelligent conjurer is judicious with his powers.
ELEMENTALIST: Yours are the powers of the sky, the sea, and the great mountains to which you are bound. By imparting a measure of your soul into the magics you weave, you are capable of affecting the raw stuff of that around you. For each element you have bound to you, you must obey stringent rites that maintain your purity in the eyes of the elemental spirits that have granted your powers.
06 December 2011
Magic in Skeleton Puncher
I've been over magic before, and there's no real reason for me to reiterate what I've already gone over. So let me get a little more specific on how magic is going to work in Skeleton Puncher, for all zero people who've cared. If you're new here, hi, I use this blog as a personal journal so that I don't waste massive amounts of paper. Now that we've got that out of the way, here goes nothing.
Magic in Skeleton Puncher is going to be a little more down-to-earth. See, it's moved a fair bit away from the initially zany sort of deal, where you're all basically comic-book versions of regular heroes smashing some dudes in the face because, as I found out when I was writing it, I don't really play my games like that. It's not the kind of games I'm used to running, so the writing felt forced and the rules, overly lenient here and overly restrictive there. It didn't have a theme, for lack of a better word. It didn't have a purpose. It didn't do anything that I wanted it to do. It was a problem, and part of it was the magic.
See, I run a pretty low-magic, high-realism kind of setting. I'm very much into Gygaxian naturalism, which means that there isn't just a dragon, there's a reason for it. Which means, as a corollary, that when there's magic, there should be a reason. It should be tied directly into the campaign world, and that not just the PCs should be using it. We've all seen the massive, convoluted threads that happen when somebody sets down to try and "break" a campaign setting in 3e and 3.5e. All that means is that the setting isn't supported by the magic in any way, shape, or form, or the setting would already reflect that. When you have a 5th level wizard who can change the world in ways that don't even make sense, you have a real problem.
So I'm doing my best to prevent that up front. I'm setting it up so that, if you've ever played Vampire:The Masquerade/Requiem, it'll be somewhat familiar. You'll have separate ratings in each type of magic, such as telepathy or summoning, and each one has a little list of things you can do with it, and how hard it'll be. And that's pretty much it. You can have Clairvoyance I and Curses II, and that's pretty much the extent of your magical ability.
In other words, you can mostly do things that real-life witches and sorcerers thought they could do, with a little bit of the stereotypical flashy fantasy magic thrown in there for good measure so that your average "lolfireball" type guy has something to play around with, and then you're done. But get this- flashy battle magic is in the distinct minority. With eight or so different magical talents you can have, maybe one of them is something you'd use while the brawny swordsmen are doing their thing. The rest is the sort of thing that'd make your everyday life better- a guy with Clairvoyance can scout out the terrain ahead of you, the guy with Precognition is just handy in general, a summoning guy has a lot of utility (and even a little bit of battle stuff), and each magical talent has something that you can do in battle, no matter how difficult. Like the Clairvoyance guy, maybe he can close that person's third eye and now they're a little worse at things that have to do with seeing. He's missing more in combat, and, perhaps more importantly, he's not as effective of a guard. You can sneak right past him, because he's finding himself with a headache right behind his eyeballs instead of being attentive and alert. The guy with weather control, sure he can summon lightning bolts, but more important is the fact that he can turn a clear night into a cloudy one, or make a little rain to cover your tracks. He may not be useful in a dungeon, but he sure is handy when you're travelling around isn't he?
The other big thing is that, since it's a point-buy system where you can choose what talents you have, you're not going to have sorcerers who are master magicians and then totally non-magical guys. There's a system in place so that you can have your war wizards, or your thief who was born with a touch of magic in his veins, or a barbarian shaman who's a masterful warrior while also communing with the spirits of his homeland. It's class-based with flexibility, if you will.
This is the sort of magic I want in my game, and it's the sort of magic I'm going to put in. It's not the sort that means that wizards rule the world, and it doesn't mean that at higher levels, magicians are able to do anything they want while the rest of the party watches. It's magic that does its own thing, makes life a little easier, and you want with you, when you can get it.
Hopefully, it turns out well.
EDIT: I've boiled it down to seven, but I feel like I'm missing something important.
- Battle Magic: Stereotypical fireballs and lightning bolts
- Clairvoyance: Remote seeing and hearing
- Curses: Evil eyes, effigies, etc. (This one is the hardest for me to design for, by far.)
- Illusions: Manipulation of senses
- Shapeshifting: Quintessential magic
- Spiritualism: Conduct with spirits (also spirits of the dead, depending)
- Telepathy: Reading minds
In addition, I'm thinking about adding a "Sorcery" talent, that basically controls magic and metamagic, so that you could do things like detect ley lines and identify magic and all the other basic stuff that feels wizardly. I might tie that in to just having a magical talent, like "if you have at least one magical talent, you can sense ley lines and determine if magic has recently been cast in an area," and so on. It really depends, I suppose.
14 November 2011
Magic and You: Campaign Settings
I talk about magic way too much, and it remains a thorn in my side. In large part, it's because I can't just "let it go" and wave away all the complications that magic brings- I'm really too much of a Gygaxian naturalist to let something as potentially interesting as the actual effects that magic would have on a society to do what 3e (and probably other editions) did when they had a world full of magic users, and yet there are still castles and catapults and other things that would be rendered obsolete by even a single 5th level wizard.
Let me explain.
There are a couple of "axes" you can measure this sort of thing on. It's a lot like alignment. There are settings where magic is common, and settings where magic is rare. There are settings where magic is powerful, and settings where magic is kind of weak. There are also settings where magic is reliable versus unreliable, but I've chosen to roll that into the powerful vs weak axis, because honestly, I'm not at all interested in trying to mentally map out a chart in three dimensions.
In games where magic is Common, everybody knows about magic. Society tends to move along a relatively sophisticated axis, and many things are dealt with exclusively by magic. The effect it has on society generally depends on the size of the difference between powerful and weak magic users, and the strength of magic itself. In settings where there is a great size difference, you may have a merit-based oligarchy, where the strongest magicians "naturally" rule the less magically talented, or you may have a rigid caste-based system revolving around how much magic a certain individual has, with magical aptitude flowing through families- a a sort of "Divine Right" magically realized. In settings with a smaller difference, society generally continues apace although, again, it depends on how strong the magic is.
In games where magic is Rare, many people might not even believe in magic, since they're unlikely to see it. Wizards and witches are either objects of fear and veneration (if magic is Strong), or folklore heroes like any other (if magic is Weak). Magic users are generally avoided due to superstitions or fear of their (likely greatly exaggerated) powers. In settings where magic is rare, wizards are unlikely to be seen in society in any great capacity, generally choosing to remain in seclusion. The scholar archetype is seen here in abundance, and player characters are unlikely to be able to select a magic using profession as their own. In settings where they can, the player is then able to wield a great amount of power, generally speaking.
In games where magic is both Common and Strong, look to Eberron as an example of a fantastically realized setting. Magical power is the currency of the world, and wizards have generally invented a higher standard of living than is found in most other societies. Warfare is extremely modern in settings where wizards have access to artillery-style settings. Massed formations are useless where a single fireball or lightning bolt will kill dozens. Conflict tends to take the form of espionage, sudden shifts in alliances, and backstabbing. For another great example, check out the 3rd edition DMGs. For all their inconsistent tone, they very often have surprising insights on what society looks like when there's a wizard around every corner... except when they pretend that it's medieval fantasy again.
In games where magic is Common and Weak, consider reading the Diskworld novels. There, magic is generally regarded lightly by the populace, if at all. More than likely, there are still powerful wizards and weak ones, but the difference is a linear one, instead of an exponential one- that is, a powerful wizard might be twice as mighty as an apprentice, but hardly ten times as powerful, or one hundred times so. It might be even more powerful, such as in the Xanth novels, where every single person has a minor magical power they can use for entertainment or for completing chores. Or every townsperson could know a handful of charms for cleaning, or keeping away sprites and goblins, or for keeping a fire lit. In this case, look up our own Real World! Whether it's people praying for minor miracles, or folk rituals, people in real life have traditionally tried to change the world with magic, with generally very minor results.
Where magic is Rare and Strong, you have a cold war situation. Wizards are easily the strongest humans around (if not some of the strongest beings), and they are easily capable of either forging their own kingdom or usurping one that exists. When magic users are frequently walking missile silos, or can raise armies of the dead to fight for them, or summon giants, they make the rules. They decide what goes on. If it doesn't happen in the game fiction, the game's default setting is deeply flawed. This sort of world is reflected in the Amber Diceless Roleplaying, or so I've heard, and it's also somewhat in effect in Ars Magica. There, wizards rule the world in name or in fact. In this sort of world, players are almost required to be wizards, as the world is subsequently divided into the haves (magical folks) and the have-nots (nonmagical folks.) Alternately, magic could be so rare that perhaps one man in a million will possess its secrets, meaning that the rare wizard that does manage to crop up is a major world-shaking event suitable only for non-player characters or perhaps a party that doesn't mind essentially being spectators to one man's rise to power.
Where magic is Rare and Weak, you have settings like that of Conan's Hyboria. Subtle wizards use their craft more than their magic, using misdirection and fear to enhance their powers. They are feared due to the legends they helped craft about their prowess. In such a world, players are not likely to be wizards any more than they are likely to be bakers- it isn't a particularly rewarding path until its pinnacle, and there, again, most of the wizard's power comes from subterfuge instead of magical might. It's got a very pulp-fantasy feel, where a group might team up to stop a particularly vicious wizard from recovering an mighty artifact. This is also the way magic in Warhammer Fantasy works, sort of- magic in Warhammer isn't weak, it's merely unreliable and unhelpful in most situations. A Warhammer wizard is a deadly force in a fight, when he has to be, but otherwise is generally unhelpful. You'll notice Warhammer also evokes a particularly pulpy feel, where the heroes are often anti-heroes and life is dirty and rough.
...this post was supposed to be a warmup, but it kind of took on a life of its own.
Let me explain.
There are a couple of "axes" you can measure this sort of thing on. It's a lot like alignment. There are settings where magic is common, and settings where magic is rare. There are settings where magic is powerful, and settings where magic is kind of weak. There are also settings where magic is reliable versus unreliable, but I've chosen to roll that into the powerful vs weak axis, because honestly, I'm not at all interested in trying to mentally map out a chart in three dimensions.
In games where magic is Common, everybody knows about magic. Society tends to move along a relatively sophisticated axis, and many things are dealt with exclusively by magic. The effect it has on society generally depends on the size of the difference between powerful and weak magic users, and the strength of magic itself. In settings where there is a great size difference, you may have a merit-based oligarchy, where the strongest magicians "naturally" rule the less magically talented, or you may have a rigid caste-based system revolving around how much magic a certain individual has, with magical aptitude flowing through families- a a sort of "Divine Right" magically realized. In settings with a smaller difference, society generally continues apace although, again, it depends on how strong the magic is.
In games where magic is Rare, many people might not even believe in magic, since they're unlikely to see it. Wizards and witches are either objects of fear and veneration (if magic is Strong), or folklore heroes like any other (if magic is Weak). Magic users are generally avoided due to superstitions or fear of their (likely greatly exaggerated) powers. In settings where magic is rare, wizards are unlikely to be seen in society in any great capacity, generally choosing to remain in seclusion. The scholar archetype is seen here in abundance, and player characters are unlikely to be able to select a magic using profession as their own. In settings where they can, the player is then able to wield a great amount of power, generally speaking.
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Including the power to enforce the Necromancer's Dress Code |
In games where magic is both Common and Strong, look to Eberron as an example of a fantastically realized setting. Magical power is the currency of the world, and wizards have generally invented a higher standard of living than is found in most other societies. Warfare is extremely modern in settings where wizards have access to artillery-style settings. Massed formations are useless where a single fireball or lightning bolt will kill dozens. Conflict tends to take the form of espionage, sudden shifts in alliances, and backstabbing. For another great example, check out the 3rd edition DMGs. For all their inconsistent tone, they very often have surprising insights on what society looks like when there's a wizard around every corner... except when they pretend that it's medieval fantasy again.
In games where magic is Common and Weak, consider reading the Diskworld novels. There, magic is generally regarded lightly by the populace, if at all. More than likely, there are still powerful wizards and weak ones, but the difference is a linear one, instead of an exponential one- that is, a powerful wizard might be twice as mighty as an apprentice, but hardly ten times as powerful, or one hundred times so. It might be even more powerful, such as in the Xanth novels, where every single person has a minor magical power they can use for entertainment or for completing chores. Or every townsperson could know a handful of charms for cleaning, or keeping away sprites and goblins, or for keeping a fire lit. In this case, look up our own Real World! Whether it's people praying for minor miracles, or folk rituals, people in real life have traditionally tried to change the world with magic, with generally very minor results.
Where magic is Rare and Strong, you have a cold war situation. Wizards are easily the strongest humans around (if not some of the strongest beings), and they are easily capable of either forging their own kingdom or usurping one that exists. When magic users are frequently walking missile silos, or can raise armies of the dead to fight for them, or summon giants, they make the rules. They decide what goes on. If it doesn't happen in the game fiction, the game's default setting is deeply flawed. This sort of world is reflected in the Amber Diceless Roleplaying, or so I've heard, and it's also somewhat in effect in Ars Magica. There, wizards rule the world in name or in fact. In this sort of world, players are almost required to be wizards, as the world is subsequently divided into the haves (magical folks) and the have-nots (nonmagical folks.) Alternately, magic could be so rare that perhaps one man in a million will possess its secrets, meaning that the rare wizard that does manage to crop up is a major world-shaking event suitable only for non-player characters or perhaps a party that doesn't mind essentially being spectators to one man's rise to power.
Where magic is Rare and Weak, you have settings like that of Conan's Hyboria. Subtle wizards use their craft more than their magic, using misdirection and fear to enhance their powers. They are feared due to the legends they helped craft about their prowess. In such a world, players are not likely to be wizards any more than they are likely to be bakers- it isn't a particularly rewarding path until its pinnacle, and there, again, most of the wizard's power comes from subterfuge instead of magical might. It's got a very pulp-fantasy feel, where a group might team up to stop a particularly vicious wizard from recovering an mighty artifact. This is also the way magic in Warhammer Fantasy works, sort of- magic in Warhammer isn't weak, it's merely unreliable and unhelpful in most situations. A Warhammer wizard is a deadly force in a fight, when he has to be, but otherwise is generally unhelpful. You'll notice Warhammer also evokes a particularly pulpy feel, where the heroes are often anti-heroes and life is dirty and rough.
...this post was supposed to be a warmup, but it kind of took on a life of its own.
06 February 2011
Mind Games: Magic and Interruptions
One of the key points about yomi, I think, and about mind-games in general is that there isn't any sort of feinting and counter-feinting unless you have an opportunity to do something about it. In other words, your actions aren't a sure thing anymore. When roleplaying online, or "RPing" (a term which I've always hated, but which seems to be the accepted term these days), it's considered common courtesy to only state that which your character is trying to do.
In other words, it's not "I kick you in the face and knock you over," but "I attempt to kick you in the face to knock you over" and then the other person agrees or disagrees, depending on their personal preference. Of course, in that case, there's a lot of dodging and blocking and negating going on, because it's a freeform system and there's no reason for anybody's avatar (usually riddled with overly masculine or feminine "cool" traits like being half-demon or having angel wings or unusually colored hair or some silly such, but that's neither here nor there) to get injured or killed or whatever.
But I digress. The important thing is that actions become interruptable, somewhere between where they start and where they end. And that's why I said in my last post that yomi and mind games have been in D&D all along.
Most people have had experience with magic-casting, and the way it's somewhat balanced by having the magic-user declare their spellcasting in the beginning of the round, and then having it occur sometime near the end of the round, after the guys with swords and arrows and the guys running across the drawbridge or wherever the hell they're going, then the wizard gets to throw his mighty fireball across the temple, or whatever it is that he's doing. If somebody even tries to put a sword in his guts, the spellcaster probably fumbles his spell.
So what you have is a sort of simplistic mind-game, where the wizard is trying to hide and the warrior is trying to skewer him with his sword, except that the wizard doesn't have a counter to the sword-stabbing. He can only run for his life, and the warrior can follow. The wizard needs something of an outside force to stop the warrior, whether it's a trap or mechanism or even something as simple as other people to stand in between him.
(Which brings me to an interesting parenthetical notation: maybe D&D's as popular as it is among Americans because of its fairly clear-cut class roles that are very similar to football; the wizard's the most important member and needs to be protected like the quarterback- the dwarfs and fighters are the linebackers. I dunno what the theifs are, but they can be the wide receivers. I dunno.)
The point is that there should be something the wizard can do to counter the warrior's rushing onwards other than "have other people deal with him." Wizards, both in movies and in literature, often have quick-spells to throw at a warrior, often with illusion or summoning of henchmen or something. Sometimes it's lightning bolts or gusts of fire that startle the warrior and make him back off, right? Then the wizard runs up his tower, and he's got a head start already. In game-terms, maybe the wizard's quick spell could force a saving throw of some sort, and if the warrior fails it, he's got to waste a round (6 seconds or so, I understand) doing nothing, or maybe it's just that the wizard gets a head-start on the chase.
Of course, the warrior hasn't got a counter other than maybe he could choose to either run him down or steel himself against the magic, and that'd be a pretty decent yomi styled decision to make, too. As the warrior, you're probably not alone. If you run the wizard down, you have a good chance of catching him if he decides to run. But he's probably going to shoot a fireball or something at you and even if you know it's going to be fake, it's gonna be bright and loud and you won't be able to see. That's if he doesn't do something dastardly like rearrange the room so that it's unrecognizeable. But anyways, you could alternately hang back and wait until he casts and then squinch your eyes closed, and then you tackle him since he wasted his time wiggling his fingers and stuff and now you've got him.
As the wizard, of course, you have three options. If the warrior runs you down, you throw a quick distraction spell at him. Of course you had one ready- you forsaw this occasion as an emergency you might want to prepare for. You have to weigh your options. If he runs you down, you can throw the proverbial wool over his eyes and try and flee. If he stands there and knows what you're up to, you can take advantage of his hesitation to take off and get a head-start in the footrace.
Or, you could say "screw it" and throw a real spell on his head. That'll show him.
In other words, it's not "I kick you in the face and knock you over," but "I attempt to kick you in the face to knock you over" and then the other person agrees or disagrees, depending on their personal preference. Of course, in that case, there's a lot of dodging and blocking and negating going on, because it's a freeform system and there's no reason for anybody's avatar (usually riddled with overly masculine or feminine "cool" traits like being half-demon or having angel wings or unusually colored hair or some silly such, but that's neither here nor there) to get injured or killed or whatever.
But I digress. The important thing is that actions become interruptable, somewhere between where they start and where they end. And that's why I said in my last post that yomi and mind games have been in D&D all along.
Most people have had experience with magic-casting, and the way it's somewhat balanced by having the magic-user declare their spellcasting in the beginning of the round, and then having it occur sometime near the end of the round, after the guys with swords and arrows and the guys running across the drawbridge or wherever the hell they're going, then the wizard gets to throw his mighty fireball across the temple, or whatever it is that he's doing. If somebody even tries to put a sword in his guts, the spellcaster probably fumbles his spell.
So what you have is a sort of simplistic mind-game, where the wizard is trying to hide and the warrior is trying to skewer him with his sword, except that the wizard doesn't have a counter to the sword-stabbing. He can only run for his life, and the warrior can follow. The wizard needs something of an outside force to stop the warrior, whether it's a trap or mechanism or even something as simple as other people to stand in between him.
(Which brings me to an interesting parenthetical notation: maybe D&D's as popular as it is among Americans because of its fairly clear-cut class roles that are very similar to football; the wizard's the most important member and needs to be protected like the quarterback- the dwarfs and fighters are the linebackers. I dunno what the theifs are, but they can be the wide receivers. I dunno.)
The point is that there should be something the wizard can do to counter the warrior's rushing onwards other than "have other people deal with him." Wizards, both in movies and in literature, often have quick-spells to throw at a warrior, often with illusion or summoning of henchmen or something. Sometimes it's lightning bolts or gusts of fire that startle the warrior and make him back off, right? Then the wizard runs up his tower, and he's got a head start already. In game-terms, maybe the wizard's quick spell could force a saving throw of some sort, and if the warrior fails it, he's got to waste a round (6 seconds or so, I understand) doing nothing, or maybe it's just that the wizard gets a head-start on the chase.

As the wizard, of course, you have three options. If the warrior runs you down, you throw a quick distraction spell at him. Of course you had one ready- you forsaw this occasion as an emergency you might want to prepare for. You have to weigh your options. If he runs you down, you can throw the proverbial wool over his eyes and try and flee. If he stands there and knows what you're up to, you can take advantage of his hesitation to take off and get a head-start in the footrace.
Or, you could say "screw it" and throw a real spell on his head. That'll show him.
05 August 2010
Death by Mold / What's Next?
One of my players the other week died because they set foot in some yellow mold. The mold, being a weaker variety than normal, dealt less damage than it normally would have. After being burnt a little by its acid, they took note and decided to drop a torch on it.
Normally, it would have resulted in a normal bit of damage, but this mold happened to be underground in an extremely arid environment. The fire spread out, and burnt both the players for a tiny bit of damage, which unfortunately was more than the Minotaur ("reskinned" fighter) could bear. He died, leaving the cleric to flee back to the surface where the Minotaur's brother was waiting for the two of them to come out. When only the cleric returned, Minotaur II vowed to finish his brother's works.
Just a quick anecdote on one of my favorite player deaths. Set ablaze by a yellow mold's corpse! Classic.
18 May 2010
Changing Magic Around
The more I look at the magic in the basic Labyrinth Lord game, the more I want to change it. It's not that the spells aren't evocative enough, or effective enough, or that they're terrible. Really, it's not.
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