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Post by ednote on Apr 30, 2014 5:12:57 GMT -5
Bret, with regard to spell costs, FWIW I think that membership in a Guild or House of Magic could have an impact. If you are a guild member, access to spells would be more sure and cheaper, but then you are under their rules. Leaving such a Guild might be a bit "traumatic". If you were trained in a particular house of magic, you might have a whole new set of issues. If you are in a house dedicated to fire magics, those spells might be cheap but if you seek cold spells you might find yourself shunned and made to sit at the kiddie table (with unlit candles) at the next banquet. The unaligned wizard would have the freedom, but more difficulty in gaining access to new spells. Which does the player prefer for his character?
Regards, Ed (last seen paddling up the Zombiesie)
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Post by mister frau blucher on May 1, 2014 20:14:31 GMT -5
Ed,
I agree with this point of view 100%! And you raise the spectre of competing/specialized Guilds, which is always great for role playing opportunities.
Bret (wondering which syllable in "Zombiesie" gets the accent)
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Post by ednote on May 1, 2014 23:23:15 GMT -5
Zom-BIE-sie
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Post by platimus on May 4, 2014 14:29:28 GMT -5
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Post by ednote on May 4, 2014 23:57:44 GMT -5
Platimus, could you elaborate on "Advantage". I like the basic idea but mainly as a GM addition or having small numbers appear in adventures. I am concerned that adding pages of Guilds and Cults begins to leave behind the simplicity of LAW. Perhaps just creating guidelines and giving a small number of examples would suffice. Then GMs can flesh out the details as they see fit for their campaigns. Also 1% is a very low set of dues, historically speaking. I tend to think about the entanglements of cults and guilds in a campaign as better suited to NPCs, as a rule. Then they can be used to create motivation of those characters.
Regards, Ed
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Post by platimus on May 5, 2014 0:33:56 GMT -5
Ed, I completely agree with all of your sentiments. The Cults and Guilds I listed in the thread were just examples. I updated and posted more in the original thread before you made this post. I'm about to update/post again. Please post any input in the other thread. Thanks for your input!
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Post by platimus on May 15, 2014 0:23:00 GMT -5
Sergey, We have had a few different price lists for spells in our adventures, but really none have been satisfactory. The weaker spells are too expensive, or the more powerful are too cheap. Here is my current house rule: Spells up to IQ 10 cost (IQ level X 10) silvers Spells IQ 11 to 14 cost (IQ X 20) silvers Spells IQ 15 and up cost (IQ X 30) silvers So, an IQ 9 spell would cost 90 silvers. An IQ 13 spell would cost 260 silvers. An IQ 16 spell would cost 480 silvers. Still not totally happy with this, but I think it is a decent rule of thumb. This way, the less powerful spells are easy to buy, while mid level spells have a big price jump. The most powerful spells are expensive, indeed. What do you think? Bret That is a decent rule of thumb that makes low level spells cheaper and high level spells more expensive. I'm only offering the following suggestion because you said you were not totally happy with this rule of thumb and because I find it easier to remember formulas than lists or tables. (IQ level - 7) * 50 I played around with numbers until I arrived at a formula that somewhat approximates your rule of thumb and doesn't use up much scrap paper or scrap brain power to calculate. IQ / old / new 8 / 80 / 50 9 / 90 / 100 10 / 100 / 150 11 / 220 / 200 12 / 240 / 250 13 / 260 / 300 14 / 280 / 350 15 / 450 / 400 16 / 480 / 450 17 / 510 / 500 18 / 540 / 550
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Post by mister frau blucher on May 29, 2014 21:25:57 GMT -5
This is a better design than mine. But I'd still prefer something that scaled upward at the higher IQ's, like the bell curve.
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Post by platimus on May 29, 2014 21:35:02 GMT -5
Understandable. Options are only good if you can pick your preference.
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