Re: Sabres & Witchery « Reply #45 on Jun 20, 2012, 9:34am »
I think the spell list here is great, especially in the removal of spells causing direct harm (except Cloudkill and a few others, but certainly the absence of such spells as Fire Ball or Lightning Bolt). I wonder, though, why the polymorph spells (self and others) are missing. They seem rather right in theme and feel of magic here, and are justifiably non-flashy enough to fit in a semi-historical game.
One question I do have regards spell-casting by the Magus. First of all, nicely handled re: spells over the prepared limit. My question though, is this. You note that a Magus cannot copy a spell into his book higher than a level he can memorize...
It's important to note that there is no memorizing spells in S&W - they are far too complex even for that. A magus has to read the spell directly from whatever source he has that contains the spell (a scroll, book or whatever). The spell doesn't dissappear afterwards, it is still there, ready to be read again if needed, just like a real book. This means that unless the Magus has copied the spell into his book, he has to carry all the spells he might want to cast around with him and has to fumble around whilst trying to find the spell he wants on the right page. Maybe I need to make more of this in the rules - it could easily take several minutes to find the right spell, in the dark with monsters threatening and guns going off everywhere!
I think the spell list here is great, especially in the removal of spells causing direct harm (except Cloudkill and a few others, but certainly the absence of such spells as Fire Ball or Lightning Bolt). I wonder, though, why the polymorph spells (self and others) are missing. They seem rather right in theme and feel of magic here, and are justifiably non-flashy enough to fit in a semi-historical game.
Yeah, I suppose so. I don't remember now why I pruned them from the list. Still, the good thing is - you can put 'em back in if you want to!
It's important to note that there is no memorizing spells in S&W - they are far too complex even for that. A magus has to read the spell directly from whatever source he has that contains the spell (a scroll, book or whatever). The spell doesn't dissappear afterwards, it is still there, ready to be read again if needed, just like a real book. This means that unless the Magus has copied the spell into his book, he has to carry all the spells he might want to cast around with him and has to fumble around whilst trying to find the spell he wants on the right page. Maybe I need to make more of this in the rules - it could easily take several minutes to find the right spell, in the dark with monsters threatening and guns going off everywhere!
Indeed, I put it rather poorly. Old habits die hard!
One idea put to use in the old Masque of the Red Death supplement for 2e Ravenloft was to have higher-level spells take multiple rounds to cast, one round per spell-level, if I recall aright (and spells which took a round to cast took a full turn, etc.). Anyway, a mechanically simple way to handle your idea might be to say that any spell takes a full round to cast per spell level, although a caster can "rush" his way through at a risk, say -1 per round he shaves off, including -1 for a first level spell to be cast immediately, rather than after whole round. That way, the Magus can cast a spell "safely" but be at risk from enemies during the casting, or else he can try to get the spell off faster but risk the dangers of miscasting.
In any event, I rather like the system you present, at once flavorful and simple.
I think the spell list here is great, especially in the removal of spells causing direct harm (except Cloudkill and a few others, but certainly the absence of such spells as Fire Ball or Lightning Bolt). I wonder, though, why the polymorph spells (self and others) are missing. They seem rather right in theme and feel of magic here, and are justifiably non-flashy enough to fit in a semi-historical game.
Yeah, I suppose so. I don't remember now why I pruned them from the list. Still, the good thing is - you can put 'em back in if you want to!
Re: Sabres & Witchery « Reply #51 on Jun 20, 2012, 6:42pm »
Looks like simon is bringing the S&W rules to peoples attention again. Showing how versatile the rule system can be. I'll be ordering a copy from Lulu.
As a side note, Newt (maker of Crypts & Things)gave a nice review of the Woodland Warriors rules on his "Sorcerer Under Mountain" blog, where he also mentioned Blood & Bullets and Sabres & Witchery.
Re: Sabres & Witchery « Reply #54 on Jun 21, 2012, 8:43am »
Hmm. Both Sabres & Witchery and Blood & Bullets were listed for sale on Lulu yesterday afternoon (would have been closer to midnight your time, Simon). Sabres & Witchery showed up under searches for Fantasy RPG and Horror RPG, and both titles showed up under a search for RPG. Curiously, though, Blood & Bullets didn't show up under a search for Western RPG.
Hmm. Both Sabres & Witchery and Blood & Bullets were listed for sale on Lulu yesterday afternoon (would have been closer to midnight your time, Simon). Sabres & Witchery showed up under searches for Fantasy RPG and Horror RPG, and both titles showed up under a search for RPG. Curiously, though, Blood & Bullets didn't show up under a search for Western RPG.
They should be okay anyway. If not, let me know and we'll sort something out.