Every wizard needs a familiar!
So here's one thing I'm thinking about for the game. I have structured it so that you can just choose how much of a wizard you want to be. You want a familiar, you got one. My idea is that being a wizard will be a pain in the ass with lots of problems. But so far I'm not sure I've pulled that off so I'm gonna have to revisit the rules and either give non-wizards more bennies or give wizards more flaws.
Because as it stands... you'd crazy NOT to be a wizard. I went a little nuts on the wizard stuff. I guess I am a fan of magic-users after all.
Spells exploding in your face is a fun limitation. Losing 1 HP on a spell fail? Mutations on a crit fail?
ReplyDeleteI like mutations.
Familiar HP linked to the Wizard is kewl.
I have something in there about spell fumbles. I didn't go overboard, though. I'm not really treading the same ground as DCC or something like that. Though this game is very table-heavy it's still leaning toward the simple less-is-more side of the tracks. There are definitely some wild possibilities baked into some of the tables but not hyper gonzo stuff. It's a little more grounded.
DeleteKinda off topic, but I always liked the idea of a wand/staff/rod being cracked and going off like a pocket nuke.
ReplyDeleteLike phasers in Star Trek.
The classic "magic missile rod", which is just a tommy gun.
DeleteThis is great. I especially like the inclusion of the mantis as a familiar.
ReplyDeleteThey don't get enough love.
Deletewizards, cool.. what tricks has the Cunning guy got up his sleeve ?
ReplyDeleteGood question. Mostly not being watched by weird entities and having his soul coveted.
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