3.9 comments
So 3.9 is great. Some comments...
From playtesting:
-monsters need special abilities, init bonuses... bears and minotaurs should have last stand.
-number the pages.
...
Other ideas:
-more starting prof points. Not 10, how about 20? It's clear that there are only 1 and 1/2 good combat profs. Everything else is flavortext. Definitely more than 10, 15 at a bare minimum.
-buying languages and literacy with ability points is lame. How about everyone starts with 1 free language, and then everything else is IQ-based (giving IQ some purpose for mundanes). You get the '1st circle bonus spells' in extra languages, and can read and write all of them. If IQ 6 or less, you're illiterate. Make buying extra langs and literacy through prof points for 1 or 2 each. It's not realistic, sure, but languages are necessary and they should be easy to come by in a fantasy world. Or, we could go the other route, and leave buying languages/literacy with ability points to reflect the difficulty, but still give starting langs/lit based on IQ. I like this the best.
-if you are serious about publishing this, add art. The art was the most memorable part of the 1E books. Your drawings are great- shit like the eagle/castle, Ed's fighter, all that stuff would be a great addition.
-obviously ritual magic needs a lot of work, but hedge magic is fucking excellent, and should serve as a good model for RM.
-magic item creation needs a lot of work too... might as well throw in non-magic item creation also. Plus equipment costs and starting money/equipment.
-re: equipment. Why limit to just basic 1E D&D fantasy? Guns/steampunk stuff could mesh well with hedge magic, and I find adding tech only has made my games more interesting and versatile.
-I'm unsure of contacts as a prof now. What about treating it like languages above? You automatically start with some based on 1st circle bonus spells from CHA. Maybe you still can buy some.
-touch spells should stick around for a while. 10 minutes or until the next time you cast spell, not once per circle, which is brutal. You've gotta waste a round to cast the spell, then waste a round trying to attack although you're not melee-combat-primary? Might as well lightning bolt.
From playtesting:
-monsters need special abilities, init bonuses... bears and minotaurs should have last stand.
-number the pages.
...
Other ideas:
-more starting prof points. Not 10, how about 20? It's clear that there are only 1 and 1/2 good combat profs. Everything else is flavortext. Definitely more than 10, 15 at a bare minimum.
-buying languages and literacy with ability points is lame. How about everyone starts with 1 free language, and then everything else is IQ-based (giving IQ some purpose for mundanes). You get the '1st circle bonus spells' in extra languages, and can read and write all of them. If IQ 6 or less, you're illiterate. Make buying extra langs and literacy through prof points for 1 or 2 each. It's not realistic, sure, but languages are necessary and they should be easy to come by in a fantasy world. Or, we could go the other route, and leave buying languages/literacy with ability points to reflect the difficulty, but still give starting langs/lit based on IQ. I like this the best.
-if you are serious about publishing this, add art. The art was the most memorable part of the 1E books. Your drawings are great- shit like the eagle/castle, Ed's fighter, all that stuff would be a great addition.
-obviously ritual magic needs a lot of work, but hedge magic is fucking excellent, and should serve as a good model for RM.
-magic item creation needs a lot of work too... might as well throw in non-magic item creation also. Plus equipment costs and starting money/equipment.
-re: equipment. Why limit to just basic 1E D&D fantasy? Guns/steampunk stuff could mesh well with hedge magic, and I find adding tech only has made my games more interesting and versatile.
-I'm unsure of contacts as a prof now. What about treating it like languages above? You automatically start with some based on 1st circle bonus spells from CHA. Maybe you still can buy some.
-touch spells should stick around for a while. 10 minutes or until the next time you cast spell, not once per circle, which is brutal. You've gotta waste a round to cast the spell, then waste a round trying to attack although you're not melee-combat-primary? Might as well lightning bolt.
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