Subject | Re: [dq] Waters of healing and Strength |
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From | Ian Wood |
Date | Tue, 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 > > > -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- > -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] Waters of healing and Strength |
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From | Andrew Withy |
Date | Tue, 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 -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | [dq-announce] Languages changes for Voting Sept 2009 |
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From | Stephen Martin |
Date | Tue, 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. -- to unsubscribe notify mailto:dq-announce-request@dq.sf.org.nz -- |