The DiD Factory

Wednesday, November 22, 2006

Happy median.

Ok, this is how it stands: Seven standard races: Dwarf, Elf, Gnome, Half-elf, Half-orc, Human, and Orc. Half-elves and half-orcs have no ability modifiers. No race has more than one +1 or more than one -1.

There are seven optional races: Cambions, Goblins, Harkumen, Ogres, Ratkin, Reptilians, and Sidhe.

That's a nice balance, isn't it?

Let's move on...

I like the idea of optional skills. It is cool to give GM's an idea of what might be done. However, making a core set with what we know works sets a good example or tone. Let's do that later, however.

I am getting back to spells. Send em if you've got em. I realize that the crew is going to be together for turkey. New spells go great with turkey. Get Dave and Chris to kick a couple out.

Also, do download the new versions from time to time. It might answer a question before you ask it.

I made a 3rd circle Astromancy Spell called projection:
Projection
The projection spell instantly sends the wizard to any place that lies within sight of the wizard, and within range of the spell. For example, a wizard may employ projection to ‘project’ himself from the deck of a ship to a shoreline 500’ away. However, the wizard could not use projection to enter an unseen room even 10’ away.

Teleport will be 6th, but I am trying to think of other lower circle astromancy spells.

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