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Post by flightcommander on Jun 19, 2013 0:54:16 GMT -6
Ha, yeah I got "Phil the Barbarian" once, which truth be told does have a sort of historical accuracy to it, as far as character names go. I also got "Pres To", who is obviously a magic-user 
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Post by coffee on Jun 19, 2013 0:51:42 GMT -6
Decided to skip the cop angle and go with a spacer.
Rik Turbot Expert
2,1,3.....S = 6 -1 6,4,5.....I = 15 +1 2,2,1(6)..D = 10 -- 6,2,5.....W = 13 -- 4,5,1.....Co = 10 -- 6,5,6.....Ch = 17 +1
Background: Engine Crew Training: Pilot
Combat/Gunnery - 0 Culture/Spacer - 1 Exosuit - 1 Gambling - 0 Navigation - 0 Tech/Astronautics - 0 Tech/Postech - 1 Vehicle/Grav - 0 Vehicle/Space - 0
HP: 6
(Not that it matters much to me, but the book's listing of ability scores is different; they have Dex and Wisdom switched.)
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Post by waysoftheearth on Jun 19, 2013 0:38:28 GMT -6
Lupe's eyes boggle momentarily as the Goblin seems to vanish... but he surmises it must simply be "Goblin magik", and continues to gather foods. Once a reasonable pile of it is at hand he doffs an imaginary cap in the direction of the lovely Goblin-imp, and says "'Scuse me a moment miss, there's a bear wot wants feedin'!"
And with that he scoops up the food and starts laying out a trail of it, hoping that the bear will follow the bread-crumbs toward the goblins. Perhaps from there, they might provoke it further?
[OOC: apologies if this seems crazy... I'm not exactly clear on where we are. But if i'm reading it right, it should be plausible to lead the bear toward the remaining goblins while we hide in the opposite passage. I think?]
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Post by ravenheart87 on Jun 19, 2013 0:27:41 GMT -6
I prefer variable weapon damage. It makes sense to me, that bigger weapons can cause more damage. Sure, every weapon can kill normal people with a single blow. That's handled by critical hits in my campaigns. Sure, it's quick and simple to use d6s only. But we like using all those funky dice we have in our possession and it doesn't slows the game down notably. Sure, hit points and combat are abstract and a single die roll doesn't means a single strike. But combat is already a pretty much f*cked up mix of abstract and more or less realistic elements, since you have one minute rounds, hit points, non-armour based monster ACs along with ranged attacks having multiple attacks, weapon vs armour tables, et cetera - so why should I care. But then again, I'm the kind of Referee who eliminates level limits to some degree, uses psionics and lets players play lizard-man ninjas. 
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Post by porphyre77 on Jun 19, 2013 0:26:49 GMT -6
"The whole plethora of enchanted items lies at the magic-users beck and call, save the arms and armor of the fighters" (Men & magic, p6) I think the answer lies in that sentence. The MU is not just supposed to shine by his own spells, but also by his mastering of magic items. We don't exactly now where the CHAINMAIL wizard gets his "at will" fire balls/lightening bolts; but that could be from his magical paraphernalia. M&T says "assume wands have 100 charges". The moment your lowly medium puts his frail dagger-wielding hands on a wand of fire alls or lightening bolts, he's gotten his "at will" attacks. Not to mention scrolls , wich are one of the most frequently featured items on the Treasure tables
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Post by llenlleawg on Jun 18, 2013 23:51:25 GMT -6
I hate to repeat what has been said, but I'll join the chorus of those who hold that the MU isn't for dealing damage to the enemy. In the original rules, after all, the first MU spells that actually cause any damage at all are the iconic Fire Ball and Lightning Bolt, both 3rd level spells, to which the MU has no access until he is at least 5th level (earlier, of course, as a wand or in a scroll), and, as I note above, these spells carry real risks of undermining the point of the adventure (i.e. they have a good chance of destroying the very treasure that the characters are seeking).
Having said that, MUs can do amazing things, and it is this capacity to do amazing things (fly, turn invisible, detect hidden things) as well as take out/deal with enemies in ways other than dealing damage (sleep, charm, web, polymorph, illusions, etc.) that should be the staple of what MUs do. They can't do it often, mind you, but then neither can (or, neither should) a fighter take on every monster with combat, since he will quickly run out of hit points.
In short, if you want to increase the MUs resources (with "at-will" spells, e.g.), that's great, but keep an eye on the whole "resource management" angle. An MU was never meant to have too much to do in every combat combat (although a well-placed spell might be decisive in any given combat), even as fighters (and clerics) tend not to shine when needing to overcome/bypass especially difficult or challenging obstacles to adventure/exploration/getting treasure, which is where the MU is meant to be on top.
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Post by coffee on Jun 18, 2013 23:45:06 GMT -6
It is a lot of fun.
One of the names I got was "Phil".
But I also got "Borpoy the Mysterious", so that kind of evens things out.
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Post by llenlleawg on Jun 18, 2013 23:40:25 GMT -6
A quick thought: Fireball, lightning, and similar magic are given the chance to destroy magical armor, weapons, etc., each time the player fails his save. So, a magic-user who can cast fireball each round could seriously damage a party's magical items. I don't know how your players would react to this, but folks I've played with wouldn't like that one bit. Actually, this isn't quite right. As it states in Monsters & Treasure, "Magical items will, during the course of play, be struck by various forms of weapons. For the sake of simplicity it is generally easier to assume they survive unharmed if their wearer/user is not killed (exception, Helms)." It then goes on to say that a save is made for items if the wearer/bearer is killed as a result of the attack or if the items are left alone (e.g. part of a pile of treasure in a room into which the MU tosses a fireball). So, these spells are not supposed to threaten the party's magic items, although you are, of course, free to play that way if you like. The intent, I think, is rather the reverse, namely, that players will see the risk of lobbing fireballs and lightning bolts into every combat, since most treasure/items will be destroyed in this way, with only a few having a chance to survive.
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Post by scottenkainen on Jun 18, 2013 22:47:58 GMT -6
Skirvir sat back and listened to all the talk of marching orders while nursing the last of his ale. He was glad the subject had moved off of his adventures.
When it looked like they were done, he would speak up to ask, "Are we leaving somewhere soon? I can be ready in two hours, or tomorrow morning at dawn. It would be nice to know how far we'll be traveling and how. Do you use a cart or wagon? I'm not built for travel over long distances..."
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jmccann
Level 6 Magician
 
Posts: 360
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Post by jmccann on Jun 18, 2013 22:30:55 GMT -6
I think that is a good approach. You should think about what the PCs could do that would have any effect. Fireballs, lightning come to mind. Missile and melee weapons would have pretty much no effect although it might be possible for indirect fire from missile weapons to affect soft-topped vehicles. What level are the players?
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Post by ffilz on Jun 18, 2013 22:30:52 GMT -6
The following new items have been added:
$25 Living Greyhawk Gazetteer $13 Greyhawk the Adventure Begins $20 Forgotten Realms - Gateway to Raven's Bluff, The Living City $15 Forgotten Realms - Inside Raven's Bluff, The Living City $20 I3-5 Desert of Desolation $10 Bergholt I: By Shadow of the Light $20 Ravenloft Silver Anniversary Edition $10 Dungeon Crawl Classics #28: Into the Wilds $12 Hackmaster B1 Quest for the Unknown $10 Sword & Sorcery W1 Crucible of Freya $5 Dungeon #114 (Isle of Dread) $15 The Shattered Circle $15 O1 The Gem and the Staff
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Post by aquebman on Jun 18, 2013 22:26:57 GMT -6
The b'yakhee communicates to John: ***I have enough power left for three more teleports before dawn. May I suggest my hidden meditation chamber by the altar in the eastern guard room? We can emerge from the secret door at the right moment and strike the goblin guard from behind while your thralls attack from the west.*** John communicates back to the B'yakhee. " Yes, that plan would be perfect can you lead the way toward the chamber? " John readies his weapon eager to knee cap a goblin and finish the ritual he originally intended.
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Post by ffilz on Jun 18, 2013 21:41:58 GMT -6
Oh, one more thing. I think Makofan's game has been enhanced by having a "caller". The way we use the caller (me) in Makofan's game is that if a decision needs to be made to keep the game moving, the caller is able to make that decision. It's not a dictator, just a way to keep things moving. The caller should also summarize long discussions to help bring about a consensus decision. The caller should be able to check in daily (even multiple times a day) in general.
Frank
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Post by makofan on Jun 18, 2013 21:30:21 GMT -6
How does this look: MARCHING ORDER Kell - Patronus Skirvir Highdly Einarr Jariel Garfund* Asta Flandil* William* Petr Zaleeg Kris Aescan Sean - Jorman We need someone else towards the back to provide illumination, so Jariel will purchase a lantern for Kris to carry. * - light source Makofan, once we settle marching order, I was thinking I should post in the reference charts so I can keep the marching order up to date, you can then edit your post to emptiness. Good idea
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Post by makofan on Jun 18, 2013 21:29:54 GMT -6
Continual Light works as written, pretty much Ahh, looks like in OD&D, Continual Light is cast only on areas, and not on objects... Frank I prefer this interpretation, otherwise makes it too powerful if you can cast it on portable objects
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Post by makofan on Jun 18, 2013 21:26:17 GMT -6
"Crystal sounds...interesting" says Hump. "But I fear she would cost more money than I currently cou,ld part with. I say we get a good night's rest at the Wayfarer, then enter the city in the morning"
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sirravd
Level 4 Theurgist

Posts: 137
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Post by sirravd on Jun 18, 2013 21:01:46 GMT -6
OK. I have gronk, clever, Makofan, and Cameron as players. Anyone else? BTW, Fin, could you please move this to the PbP section? 
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Post by Cameron DuBeers on Jun 18, 2013 20:45:04 GMT -6
The last thing I have to add here is that I feel the above quote from Ways is the best argument for uniform weapon damage I've yet seen. I've enjoyed your input here. In an ideal world, you would continue your dialog here but I hope, at the very least, you mean you're done with this thread and not the entire forum.
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sirravd
Level 4 Theurgist

Posts: 137
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Post by sirravd on Jun 18, 2013 20:37:00 GMT -6
I use relatively complex adjustments (by OD&D standards): maces and axes are good against heavy armor; swords can boost AC in the hands of a skilled swordsman; bows have a substantial penalty to to-hit rolls but can fire twice per round and do substantial damage.
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sirravd
Level 4 Theurgist

Posts: 137
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Post by sirravd on Jun 18, 2013 20:34:49 GMT -6
I'm not a huge fan of at-will spells (except for the most minor, non-combat cantrips); they trivialize magic somewhat IMO. I'd much rather give M-Us the ability to use all weapons (LotFP-style) to increase their melee ability. I agree, though, that recent D&D has trivialized M-Us in the name of "balance". I love the image of an arcanist making his way up from a dangerous apprenticeship, continually facing death because he eschews armor, learning only a few paltry spells...and gradually becoming a man who can literally annihilate armies.
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sirravd
Level 4 Theurgist

Posts: 137
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Post by sirravd on Jun 18, 2013 20:30:57 GMT -6
Delapore rolls his eyes. "Pity for a gobliness?" he mutters to himself. "Ridiculous. What is the world coming to?!"
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Post by archersix on Jun 18, 2013 19:32:48 GMT -6
I've been thinking a bit about a magic system that does away with a fixed list of spells in favor of a general rule for spellcasting: player tells DM what her wizard wants to do, DM tells her which die to roll, spell backfires tragically (or comically) on a 1. I think this would only work in a high-trust table environment. That could be fun. It's also how they handled majic in the TSRs Marvel Super Heroes game. It was good enough for Doctor Strange! I never used to enjoy playing MUs much back in the day. When I did I was always trying to keep up with the fighters, even going as far as trying to waylay the baddies with my quarterstaff after my spells ran out(and they usually ran out quickly too). For the last year and a half I've been playing a MU, and having the time of my life. The real fun is in coming up with creative ways to use the spells. Of course blowing stuff up is fun too.The fun just doesn't end there!
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oldkat
Level 4 Theurgist

Posts: 108
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Post by oldkat on Jun 18, 2013 19:32:28 GMT -6
I am dickering around with this mechanic as well. Variable vs. 1 Die. In rethinking it, I lean towards removing the d6 as the foundation, as this comes directly from the six-sider being used previously in games/gaming for decades-centuries. I am also leaning toward allowing variable for Fighting Men (including dwarf, elf, hobbit) and 1Die for cleric, mu, thief. I'll get back to this thread when I've got the kinks all worked out.
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capheind
Level 5 Thaumaturgist
 
Posts: 229
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Post by capheind on Jun 18, 2013 19:23:58 GMT -6
Actually I sat down last weekend and read the rules rather than skimmed them. Made much better sense this time around.
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machpants
Level 3 Conjurer

Supersonic Underwear!
Posts: 96
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Post by machpants on Jun 18, 2013 19:11:40 GMT -6
machpants, I have your orders shipping this week too. It looks like just a handful of domestic and a couple dozen international shipments are left to ship. I do apologize for this nightmare and I will do better in the future. Not at problem looking forward to getting them 
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machpants
Level 3 Conjurer

Supersonic Underwear!
Posts: 96
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Post by machpants on Jun 18, 2013 18:58:10 GMT -6
I agree with WOTE, being a Wizard in D&D has never been about blasting HP. You have dumb meat shields to do that, although you can make their job easier (haste, for example). In 4E terms MU's are about battlefield control, in 3E terms they are about save and die/suck! Best 1st level spells? Sleep and Charm Person, both encounter enders. Fireball is such an iconic 3rd level spell but I would often prefer to Haste the fighter, turn the party invisible or even hide in an interdimensional hole for guaranteed safe rest! You could make a real glass cannon class, in 3E they had the warlock (I think) with at will battle spells. It would be fun for someone who wanted a blaster, but they would never have the amazing breadth of usefulness that a MU does.
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Post by st4ticstriker on Jun 18, 2013 18:39:33 GMT -6
Josh looks embarrassed and shamed under his helmet. The hobbit shuffles his feet nervously and pretends to look out for the bear, the little knight does not want to look the newly made widow in the eyes.
"I thought all goblins were meant to evil..." He whispers. His gaze wonders down to his lance, flesh blood still clinging to it. The memory of him skewing two goblins earlier flashes to his mind but he can't even remember what they looked like.
The fight was all just kind of a blur. "I wonder who they were..." He says to himself as weight of his actions bear down on him.
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Post by waysoftheearth on Jun 18, 2013 18:25:18 GMT -6
It's always going to be an uphill battle to justify the magic-user in terms of the fighter's purpose; doing damage. Fighters are meant to deal damage, yes. But magic-users are meant to do other stuff.
It's a real shame (IMHO) the later iterations of the game tend to be more and more combat oriented, and all the classes tend toward dealing damage in their class-specific way. In a game (like OD&D) where exploration is as important as combat, there's a need for PCs who can do stuff other than deal damage.
OD&D's magic-user is one such class.
Sure, anyone can fight a bit.
But magic-users can do impossible stuff. It's called "magic".
They can fly! They can become invisible! They can drop a pack of orcs with a click of their fingers. They can spy through solid rock, block off rooms, open new passages, and teleport instantly. Enemies "magically" become allies. Impassable doors spring open! This is the kind of stuff magic-users are really for.
Remember also that magic-users can cast spells of any spell level from scroll or books. Now imagine a 1st level magic-user who has pinched has master's 6th level spell book!
Personally, I don't think a magic-user needs anything extra -- they already get a 2,000gp spell book for free at 1st level.
But if you're looking for "more" for a magic-user, I'd encourage you to give them additional spell books instead of "at will fire power". Give your starting magic-users a book of the 2nd level spells, or even the 3rd level spells, as well. This will (hopefully) encourage them to do more of that impossible stuff that is unique to magic-users, rather than just acting like a second-rate fighter.
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Post by mushgnome on Jun 18, 2013 18:17:01 GMT -6
Highbough is an excellent tracker and would have no difficulty following the trail of debris and rubble, with the help of Gustave's detailed directions. The invisible elf leads the party the long way around to Guntram's Gate, avoiding the tar demon.
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Post by Finarvyn on Jun 18, 2013 18:02:34 GMT -6
I've been thinking a bit about a magic system that does away with a fixed list of spells in favor of a general rule for spellcasting: player tells DM what her wizard wants to do, DM tells her which die to roll, spell backfires tragically (or comically) on a 1. I think this would only work in a high-trust table environment. I've done something like this for an Amber Diceless campaign, and I agree that you really need to have a high level of trust between player and GM. When you think of the kinds of things that players want to do, those things tend to sort themselves into a few key piles: attack, defend, and so on. Eventually as you play I suspect that you will discover those piles and start to build some sort of framework so that you are consistent with your rulings. Essentially, you would be building a spell system "on the fly" as the campaign evolves. What you could do is use a system similar to that in MERP (and, I assume Rolemaster) where each pile is a spell and the player puts more points (or mana or whatever) into the spell to achieve greater effects. I haven't played MERP in about 25-30 years, so I may have some of the details wrong. None of this really fixes my problem, of course, but it's a neat topic to disucss anyway. 
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