Date: 2008-01-13 12:44 pm (UTC)
The ideas are interesting, if somewhat likely to be unplayable, in practice.

Admittedly, I think they'd work a lot better in fiction than in an RPG. Those pesky players!

And any class that can use rituals must decide when it's worth spending the cash and time on a ritual (the category where "spells you quest for" is going, as well as most spells that you want available but which either you don't want to cast during combat, or don't want people casting during combat -- remove disease, teleport, identify, etc).

I'm not sure about the rest of it (it looks viable enough in abstract, but it does hinder the players who just want to play a straight up Fighter or Rogue and not resource manage) but splitting out spells into combat and rituals could be very useful. A break from previous versions of the game - larger than anything we saw in 3E's spellcasting - but useful

Thankks for the explanation.
This account has disabled anonymous posting.
If you don't have an account you can create one now.
HTML doesn't work in the subject.
More info about formatting

Profile

subplotkudzu: The words Subplot Kudzu Games, in green with kudzu vines growing on it (Default)
Brian Rogers

March 2025

S M T W T F S
      1
234 5678
9101112131415
16171819202122
23242526272829
3031     

Most Popular Tags

Style Credit

Expand Cut Tags

No cut tags
Page generated Apr. 21st, 2026 05:09 am
Powered by Dreamwidth Studios