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Post by James Maliszewski on Dec 18, 2007 15:18:10 GMT -6
In the course of discussion with a friend of mine regarding the status of the Thief as an archetype (he's not as convinced as I am that the dedicated thief is not well-represented in pulp fantasy), he opined that what D&D has never had as a class is a "magical dabbler," which is to say, someone who lacks the dedication or skill of a magic-user but who nevertheless knows enough magic to augment his other, usually larcenous, abilities.
I'm inclined to agree. I don't think multiclassing really properly represents this type of character. I also think there's good precedent for this type of character in the source material. The idea struck me that maybe the bard is the closest we get to this type of character in OD&D, although the flavor (such as it is) is completely wrong and not all of the bard's abilities match up to the magical dabbler. Still, it's a start.
Anyone else have any thoughts along these lines, yay or nay?
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korgoth
Level 5 Thaumaturgist
Posts: 323
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Post by korgoth on Dec 18, 2007 15:35:27 GMT -6
This makes me think of Cugel the Clever and his misadventures with magical spells. You might just say that everybody is able to cast Magic-User spells from scrolls, but it's very dangerous. Something like a % of success equal to INT + Level. Failure results in an absurd or deadly consequence.
Cugel is very much a sneaky, lightly-armed ne'er-do-well that brings to mind the D&D Thief class, including the possibility of (mis)using scrolls. However, I don't think that he has the ability to use scrolls qua thievery, but qua being overconfident and believing his own BS.
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Post by James Maliszewski on Dec 18, 2007 15:48:59 GMT -6
This makes me think of Cugel the Clever and his misadventures with magical spells. I was actually thinking of someone like the Gray Mouser, actually, although I suppose he might simply be deemed a Magic-user who took on a second class after the death of his master.
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Post by foster1941 on Dec 19, 2007 12:22:41 GMT -6
The best way to handle this, I think, would be as a "background quirk" for a character, allowing him to attempt to use spells (and perhaps wands) with a very large chance of failure -- say 01-15 item functions correctly, 16-80 item fails to function, 81-90 random/wild effect (like AD&D wand of wonder, perhaps), 91-00 opposite or harmful effect (with possible ad-hoc adjustments depending on the character or item). With odds like that most players aren't going to be willing to take this chance too often, especially if there's an actual magic-user in the party, but it's a way to add some distinctive color to the character and possibly save his bacon in extremis.
Class-switching or multiclassing isn't a viable option because even a 1st level magic-user has way more ability (the power to cast very powerful spells (Sleep, Charm Person) with 100% reliability) than the various magic-dabblers in fiction (Cugel, Gray Mouser, etc.) were ever portrayed as having.
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Deleted
Deleted Member
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Post by Deleted on Dec 19, 2007 16:55:31 GMT -6
You could also go the way the Dark Sun campaign setting did with Psionics & "Wild Talents". I can't really remember how the Dark Sun % table worked, but if I allowed this, I would have the player roll a % (but not tell them why). If they happen to be fortunate enough to roll a 1%, then they have some small latent ability with magic. Maybe the PC would find themselves understanding magical tomes or scrolls, or even learning a spell or two. Something like that, anyway. Just an idea.
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Post by James Maliszewski on Dec 19, 2007 16:59:46 GMT -6
The best way to handle this, I think, would be as a "background quirk" for a character, allowing him to attempt to use spells (and perhaps wands) with a very large chance of failure -- say 01-15 item functions correctly, 16-80 item fails to function, 81-90 random/wild effect (like AD&D wand of wonder, perhaps), 91-00 opposite or harmful effect (with possible ad-hoc adjustments depending on the character or item). With odds like that most players aren't going to be willing to take this chance too often, especially if there's an actual magic-user in the party, but it's a way to add some distinctive color to the character and possibly save his bacon in extremis. I rather like this idea. It certainly fits both the feel and rules structure of OD&D nicely. I'm tempted to give it a whirl at some point and see how my players like it.
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Post by Finarvyn on Dec 19, 2007 20:58:43 GMT -6
I have this habit of awarding a level to each member of the party at the same time rather than tracking XP, so my idea may not fit well with your particular campaign. In general, I allow players to pick up a level in a second class without trying to impose artificial multi-class rules. Many of my players find that spreading themselves too thin over a couple classes makes them not so good at each, but others really prefer the option. Sometimes they find that the other class isn't worthwhile if someone else is far ahead of them already. For example, a character wants to add a level of thief but realizes that another character is already a 4th level thief so that other character will always be better at thief-stuff and will always get picked to do the thief-stuff for the party. Useful if the party gets split somehow, but otherwise not as neat as advertised. It doesn't seem to unbalance my game but keep in mind that my group tends to work cooperatively together.
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korgoth
Level 5 Thaumaturgist
Posts: 323
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Post by korgoth on Dec 20, 2007 12:32:59 GMT -6
Does Gray Mouser actually cast spells? I'm afraid I haven't read the books.
I suppose one could write an "Adventurer" class that is somewhat like a Fighting Man, but maybe with less favorable HPs (use the Cleric progression?). The class would have access to all magic items, but with a chance of failure or reversal. Maybe he is also denied metal armor.
Alternatively, one could just allow any class to use items normally forbidden to it, with a failure chance. Assuming the failure chance was significant enough, it would probably be fine (after the first Fighting Man vaporizes himself with a Wand of Lightning, other Fighting Men will all the sudden be mentioning how the customs of their people prohibit the use of wizardly implements!).
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Post by James Maliszewski on Dec 20, 2007 12:47:59 GMT -6
Does Gray Mouser actually cast spells? From time to time, yes, he does, although magic in Nehwon is quite different than that in your typical D&D world, being more like "ritual magic" than "spell slinging." I suspect the Thief's ability to use magic from scrolls is a reference to the Gray Mouser's ability to use sorcerous books in a similar fashion.
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Post by crimhthanthegreat on Dec 20, 2007 13:05:44 GMT -6
If you are not running thieves, you could posit that in your game world, almost all people have at least a minimal level of magical potential, but due to cultural restrictions, etc, most do not pursue it and most people go thru life unaware that they have some magical potential. However, a few are aware and "dabble" in magic, even though they don't make it their primary vocation. Therefore; you have the woodsman who can always start a fire no matter how wet the weather; the fisherman who always seems to know when the weather is going to turn bad or where to find a good catch, etc.
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Post by Finarvyn on Dec 22, 2007 9:41:32 GMT -6
Another option might be to let "magic potential" be an extra rolled statistic similar to "psionic potential" in Eldritch Wizardry and so only characters with a high roll (number to be determined by GM?) would be able to cast spells.
Maybe a simple chart matching up MP with a percent for success? Just thinking out loud.
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Post by crimhthanthegreat on Dec 23, 2007 17:58:50 GMT -6
One of the guys in my original group that now lives a ways away uses something like Fin mentioned. He requires us to roll a 19 or 20 to have the ability to use magic and cast spells.
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Stonegiant
Level 5 Thaumaturgist
100% in Liar
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Post by Stonegiant on Dec 23, 2007 18:15:49 GMT -6
Shooting from the hip-
One could could use the MU class (experience points, combat ability, etc. ) but allow them to have thief skills and the ability to cast Cantrips (they would have to be imported from say AD&D, etc.). The other thing you could add is that this class is allowed to use their read scroll ability as their chance to operate any MU magic item (wands, staves, etc.). I could see them also being allowed to use leather armor and light weapons.
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Stonegiant
Level 5 Thaumaturgist
100% in Liar
Posts: 240
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Post by Stonegiant on Dec 23, 2007 18:18:12 GMT -6
Sorry for the double post but my work computer blocks all of the edit/quote/etc. buttons.
In my previous post I should have stated that the said class can cast only cantrips.
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