SubjectRe: [dq] Waters of healing and Strength
FromIan Wood
DateTue, 11 Aug 2009 02:27:59 +1200
Yes, that was my thought.
I don't think these two spells would commend taking an extra mouth along
with a party. It would be cheaper to buy permanent potions than share the
loot with a mage.
Hence the thought that the spells are less than optimal for a player.

Ian

-----Original Message-----
From: dq-owner@dq.sf.org.nz [mailto:dq-owner@dq.sf.org.nz] On Behalf Of
Stephen Martin
Sent: 10 August 2009 19:10
To: dq@dq.sf.org.nz
Subject: Re: [dq] Waters of healing and Strength

I agree, but that would be more true if the duration were longer (i.e. 1 +
1/rk hours) so the
water mage could make some potions in the morning for everyone to carry
until needed.

Currently by the time you realise you need them you probably don't have time
to find a pint of
water, cast the spell, give it to whoever needs it...

Cheers, Stephen.

Clare Baldock wrote:
>
> On 10/08/2009, at 16:06 , Ian Wood wrote:
>> The main purpose I can see in the spells as written is to allow a
>> one hour
>> ritual to be ranked as a spell. This is a lot quicker and no doubt
>> all mages
>> wish their rituals were written this way.
>
> The main reason I can see is that it gives water mages something to do
> on adventure - its cheaper to take your own water mage than to buy the
> potions at the start of the adventure.
>
> cheers,
>
> Clare
>
>
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>


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SubjectRe: [dq] Waters of healing and Strength
FromAndrew Withy
DateTue, 11 Aug 2009 10:13:44 +1200
I think PCs considering water mages as 'extra mouths' is the wrong
viewpoint. The relevant drivers are that Players want to play a range of
characters/colleges, and that the size of the party is determined by the GM.

It seems to me that Ian's suggestion would make water mages even less useful
on adventure, further narrowing the range of desirable PC colleges, while
increasing their desirability as NPCs or rarely-played magic-item-merchants.
If this is correct, this suggestion pulls in the wrong direction (variety
and choice for players being the right direction).


Andrew

-----Original Message-----
I don't think these two spells would commend taking an extra mouth along
with a party. It would be cheaper to buy permanent potions than share the
loot with a mage.
Hence the thought that the spells are less than optimal for a player.

Ian


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Subject[dq-announce] Languages changes for Voting Sept 2009
FromStephen Martin
DateTue, 11 Aug 2009 20:59:37 +1200 (NZST)
The following new languages and changes to existing languages are proposed for voting at the
September 2009 GMs meeting.

New Languages

Ruskan [9k]
    Family: Eastern Human
    Group: Dwarvidic
Hindian [9b]
    Family: Eastern Human
    Group: Dravidic


Changed Languages

Lunar Empire
    Add to Group: Titanic

Five-Sisters-Courtly[10*] and Five-Sisters-Trader[9*]
    Replace with: Five-Sisters[10*]
    Add to Group: Dravidic
    Language note for Five Sisters - most merchants and traders also speak their own heavily
accented dialect of Common.

Old Kravonian
    Remove, it is the same language as Kravonian.

Khuzdul
    Remove, it is the same language as Dwarven.

Frogelf
    The language is actually Tenochan, but was nicknamed Frogelven by guild members.

Conversion Notes
    Characters with ranks in Five-Sisters-Courtly or Five-Sisters-Trader transfer their rank to
Five-Sisters. Characters with ranks in both may transfer to a higher rank in Five-Sisters
based on XP/Time spent, rounding up in players favour, or transfer the lower rank to a
different language.
    The same applies for ranks in Old Kravonian => Kravonian.
    The same for Khuzdul => Dwarven


Cheers, Stephen.


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