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Post by Deleted on Nov 13, 2017 12:15:25 GMT -5
I am taking a hard look at grafting the Tunnels & Trolls magic system into the campaign. Not in lieu of, but to replace. Has anyone tried this? How did it work? I’m curious as to whether it felt forced or whether it flowed naturally with the game, that sort of thing.
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Post by Deleted on Jan 5, 2018 11:26:07 GMT -5
After additional thought, I’ve put aside the T&T magic idea, though I still like it a great deal.
Instead I’ll expand my 1975 tack of increasing the flexibility of the MU, for those who want more cowbell for their MU; and create a nightblade* class for those with a more war-like bent for their spellslingers ... a sort of combo thief/archer/MU. I’m thinking reduced spell abilities, same HD as MU, fights as a Cleric, limited to leather armor and one-handed weapons.
I’ll keep y’all posted on this one.
——- *thanks to “The Elder Scrolls: Morrowind” (et al.) for that moniker.
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Post by Hexenritter Verlag on Feb 21, 2018 23:24:43 GMT -5
After additional thought, I’ve put aside the T&T magic idea, though I still like it a great deal. Instead I’ll expand my 1975 tack of increasing the flexibility of the MU, for those who want more cowbell for their MU; and create a nightblade* class for those with a more war-like bent for their spellslingers ... a sort of combo thief/archer/MU. I’m thinking reduced spell abilities, same HD as MU, fights as a Cleric, limited to leather armor and one-handed weapons. I’ll keep y’all posted on this one. ——- *thanks to “The Elder Scrolls: Morrowind” (et al.) for that moniker. I look forward to seeing more on this @piper. BTW why did you decide against tacking on the Tunnels & Trolls onto OD&D? I am just curious.
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Post by Deleted on Feb 22, 2018 10:45:25 GMT -5
BTW why did you decide against tacking on the Tunnels & Trolls onto OD&D? I am just curious. Time constraints, mostly. I’m a big fan of the team approach, I want every player character to have something to do. More importantly, something at which their class excels. No class in my campaign fights better than the fighter class, for example. Because of this point of view, I don’t want to overpower the magic user class. As I was adapting the T&T magic to D&D it seemed to me the new class was overly powerful. This is not typically a problem, you just fiddle with the parameters of the class in play-testing until it works. That approach was not really open to me, however, because I don’t regularly run games anymore. I do play with two different groups here in Austin, and one has extended an invitation to me to run a session sometime, but I’d rather go with something tried-and-true instead of trying to hammer out the rough edges of an incomplete class. If I ever get a regular campaign going again? I should probably revisit this concept. But for now? I’m just going to broaden the way the magic user works within the rules as written.
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