Post by strangebrew on Mar 3, 2011 2:20:06 GMT -6
Hi folks,
I recently registered on this board. I lurk around Dragonsfoot a bit, but as my attention is shifting to earlier editions I figured this would be a good addition. I'm looking forward to joining in and lurking about (probably more of the latter). So...Hello! ;D
On to the point...Swords & Wizardry White Box (mine is the most recent/final from BHP) has very sparse rules for some magical items, perhaps intentionally so. Three questions:
1. Who can use wands and staves? It seems in WB it's not specified except for a few specific items. Can only magic-users use wands, and clerics and magic-users can use staves (unless otherwise stated)? I forget how this is handled in later editions, I think Wands = MUs, Rods = Cs, Staves = Both.
Since it doesn't seems to be explicitly stated in the text, and if I want to run a "WB only" kind of game, it is tempting to forgo standard class rules and allow anyone to use wands and staves, perhaps with exceptional Intelligence (for wands and staves) or Wisdom (for staves) necessary for fighting-men.
2. Concerning the recharging of wands: It states that wands may be recharged by casting a spell into them, with a 5% chance for destroying the item per recharge.
First, do you interpret this as meaning one spell cast into the wand, no matter the spell level, fully charges it, or gives it just one charge? I think I might house rule that it gives a number of charges equal to the spell's level.
Second, do you treat this as a culminating 5% chance per charge recovered? For example, a wand can hold 10 charges, the maximum any wand can hold. Assuming it can be recharged with a single spell of any level, recharging it fully would have a 50% (5% X 10) chance of failure and destruction.
3. How many charges should a staff have? There is a note about the number of charges on the tables for wands, but I don't see anything about staves, although there are notes about how many charges staff powers use (so obviously some of them do have charges). Is it possible to recharge staves?
Of course perhaps some of this is intentionally vague. I'm more interested in how people would interpret this stuff in their own games based on the rules as presented rather than standard/accepted D&D conventions and culture (such as how these things were handled in AD&D, for example). As a kind of thought experiment I've been trying to read S&W:WB from an isolated context or perspective, free from the engrained tropes and conventions of (A)D&D rules and its fantasy flavor baggage. Easier said than done.
I recently registered on this board. I lurk around Dragonsfoot a bit, but as my attention is shifting to earlier editions I figured this would be a good addition. I'm looking forward to joining in and lurking about (probably more of the latter). So...Hello! ;D
On to the point...Swords & Wizardry White Box (mine is the most recent/final from BHP) has very sparse rules for some magical items, perhaps intentionally so. Three questions:
1. Who can use wands and staves? It seems in WB it's not specified except for a few specific items. Can only magic-users use wands, and clerics and magic-users can use staves (unless otherwise stated)? I forget how this is handled in later editions, I think Wands = MUs, Rods = Cs, Staves = Both.
Since it doesn't seems to be explicitly stated in the text, and if I want to run a "WB only" kind of game, it is tempting to forgo standard class rules and allow anyone to use wands and staves, perhaps with exceptional Intelligence (for wands and staves) or Wisdom (for staves) necessary for fighting-men.
2. Concerning the recharging of wands: It states that wands may be recharged by casting a spell into them, with a 5% chance for destroying the item per recharge.
First, do you interpret this as meaning one spell cast into the wand, no matter the spell level, fully charges it, or gives it just one charge? I think I might house rule that it gives a number of charges equal to the spell's level.
Second, do you treat this as a culminating 5% chance per charge recovered? For example, a wand can hold 10 charges, the maximum any wand can hold. Assuming it can be recharged with a single spell of any level, recharging it fully would have a 50% (5% X 10) chance of failure and destruction.
3. How many charges should a staff have? There is a note about the number of charges on the tables for wands, but I don't see anything about staves, although there are notes about how many charges staff powers use (so obviously some of them do have charges). Is it possible to recharge staves?
***
Of course perhaps some of this is intentionally vague. I'm more interested in how people would interpret this stuff in their own games based on the rules as presented rather than standard/accepted D&D conventions and culture (such as how these things were handled in AD&D, for example). As a kind of thought experiment I've been trying to read S&W:WB from an isolated context or perspective, free from the engrained tropes and conventions of (A)D&D rules and its fantasy flavor baggage. Easier said than done.