The DiD Factory

Saturday, December 02, 2006

The wizard and the leper fight outside time

Dodge & casting:
I see Ed's point, but it's just really too much to have both a concentration save and half dodge. I was serious abot the archers though... if you're gonna screw casters, you gotta screw everyone. I remember fighting with sticks... when someone's attacking you, either you're attacking back and not caring if you get hit, or you're actively defending. Usually not both at once. So then mages need more armor and hp, which takes skillpoints, and by the time they can survive combats, they're not really mages.

Initiative:
Ah, let's just leave it as is. Adds some strategy to casting, or trying to block casting. It's weird that you can only defer to 0, instead of some intermediate value, but it's a clunky game mechanic that offers a bit of balance. I'm just trying to pick apart everything here, you know, for the sake of the chiildren.

We gotta add a horology spell though that lets the caster defer to -1. 'Outside time' except for cripples.

Maybe some good interpose rules too, or even a 'cover me!' skill, for fighters to protect their spellcasting friends.

'Night all.

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