Okay, so it’s been a long while since I posted anything. I’ve been busy (blame school and the spex). Actually, I’m still quite busy as my exam is in just a week and I’ve got some other deadlines coming up as well. Anyways, here’s a question: what is the place of spellcasters? What to they do? There are several different answers to that question, and it might be benificial to consider where your casters stand.
Pondering the ritual magic system of my campaign.
I’m currently in the ericsson globe, waiting for Metallica. My estimates might have been too careful, with me arriving an hour before the preshow. Woops. So in the meantime, here’s a slightly disarrayed post on opposed attributes.
Having a nice injury system helps a lot in creating a gray area between “fully functioning” and “stone dead”. It can mitigate the 5e problem of fights barely taxing resources until characters are dying left and right.
I’ll dump this here so I don’t forget it again. It’s about the handling of flesh-and-blood injuries in RPG’s, not the plot armor that is HP.
So, I might have said this before, but I’ll say it again. The rules and systems present in a game defines the experience it will provide. The rules do matter. And one of the most immediate systems for characters are the stats. This is the springboard for most of the character’s personal ability. Here’s what I’ve come up with for this.