|
Post by geoffrey on Sept 14, 2013 18:10:54 GMT -6
1. Can the Players Manual be used on its own as a complete game? I understand world information, monsters, magic items, etc. are in the DM's book, but what about rules/charts for combat and saving throws?
2. Obviously clerics and magic-users (and the sub-classes of both) can use spells. Can any of the other classes use spells? For example, an AD&D ranger of high enough level can use spells, but a C&C ranger can never use spells.
|
|
|
Post by chrisj on Sept 14, 2013 19:16:59 GMT -6
1. The GM guide only contains monsters, magic items, and setting. The magic item section has a few pages on magic item creation. Everything you need to play the game is in the player's book. To hit, saving throws, combat rules, movement rules, spells, etc...
2. Rangers cast druid and magician spells starting at level 7. Paladins cast cleric spells at 7th level. Warlocks are like fighter/magicians. Bards cast druid and illusionist spells. Legerdemainists are thief/magicians. I think that covers the non-magician and non-cleric spellcasters.
Chris
|
|
|
Post by odysseus on Sept 15, 2013 3:46:29 GMT -6
1. Can the Players Manual be used on its own as a complete game? I understand world information, monsters, magic items, etc. are in the DM's book, but what about rules/charts for combat and saving throws? 2. Obviously clerics and magic-users (and the sub-classes of both) can use spells. Can any of the other classes use spells? For example, an AD&D ranger of high enough level can use spells, but a C&C ranger can never use spells. 1. A complete game ? No as you'd lack all the background and description of Hyperborea. But I guess it could be said that it is a complete ruleset. 2.Like chrisj said. Some subclasses have magic abilities that their parent classes have not.
|
|