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Post by The Semi-Retired Gamer on Jan 24, 2015 14:03:27 GMT -5
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Post by tetramorph on Jan 24, 2015 14:35:17 GMT -5
Wow, this looks amazing! I'm going to have to take some time to study this. Thank you!
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Post by Admin Pete on Jan 24, 2015 15:39:33 GMT -5
That is a really cool site and looks to be extremely useful.
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Post by The Semi-Retired Gamer on Jan 25, 2015 1:28:06 GMT -5
It's pretty interesting to see all of the mods he uses all together like that. IIRC, he got rid of Clerics and uses Fighter-Mages instead. There should be guidelines for converting to OSRIC as well. Fitz's S&W gets a big thumbs up from me.
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Post by Admin Pete on Jan 26, 2015 23:25:04 GMT -5
I like to see different combinations of classes or takes on classes or complete re-writes. The flavors possible are immense in number!
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Deleted
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Post by Deleted on Feb 16, 2015 5:59:59 GMT -5
I like the way Fitz handled magic. Giving Magic-Users access to both spell lists and increasing the rate of gaining new spell levels makes it possible to have a wide range of non-melee functions within a single class, but at the same time limiting how many spells of a given level you can memorize at any one time should keep them from being overpowered (like loading up entirely on fireballs and cure light wounds).
In my rare moments of downtime these days I've been playing the original Bard's Tale computer RPG, and I've been enjoying its unusual character class concepts, which are similar to this version of S&W (instead of having clerics as a class, the Conjurer and Magician have all the traditional spells from both lists divvied up and scattered between them, so that both are sort of Cleric/Magic-User hybrids).
After so many years combining the Cleric and Magic-User into one still feels like a novel approach. I might try it out. Anyone ever tried it in their game?
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Post by finarvyn on Jul 18, 2015 11:35:12 GMT -5
After so many years combining the Cleric and Magic-User into one still feels like a novel approach. I might try it out. Anyone ever tried it in their game? I've done this because my wife only plays spellcasters ("Why bother to role play if I can't use magic?") and her concept of witches are basically wizards but they can heal. I haven't found any aspect of this that unbalances the game at all, and it has certain advantages when you are running a game with a small number of PCs. (I try to set up enough classes so that no two players have to duplicate class if at all possible.)
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monk
Prospector
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Post by monk on Jul 18, 2015 19:05:07 GMT -5
I've been running a campaign with no clerics for a while now. The clerical spells are allowed for the magic user, who can also pick spells at will (right at the moment of casting). Not sure if he's overpowered yet or not. I let the PCs have access to a lot of non-magical healing potions and salves, so the MU rarely needs to cast CLW and hasn't really taken on the "healer" persona.
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Post by Deleted on Jul 19, 2015 5:57:43 GMT -5
I've been reading some saints' Vitae for work recently, and inevitably I mentally compare the miracles to clerical abilities in D&D.
For the most part, I get the sense that traditional healing powers are associated more with the saint as an intecessory figure – calling upon them as a saint not unlike how some gamers conceive of calling upon a deity in D&D – whereas the miracles performed by the saints in life typically involve feats other than healing the wounded: they raise the dead, cause things to disappear/reappear/morph, cure diseases, act against the laws of physics, and control or commune with animals. Exorcism, visions and battles with the devil are also prevalent.
In short, I think a medievally-themed cleric spell list would actually pull mostly from the Druid, Magic-User and Illusionist lists, with some Cleric abilities/spells thrown in. But certainly they wouldn't be automatically relegated to the role of a wound healer.
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Post by waysoftheearth on Jul 19, 2015 7:22:42 GMT -5
a medievally-themed cleric spell list would actually pull mostly from the Druid, Magic-User and Illusionist lists, with some Cleric abilities/spells thrown in. But certainly they wouldn't be automatically relegated to the role of a wound healer. The "heal bot" cleric doesn't work out in OD&D anyway; the cleric has far fewer cure spells available per adventure than the fighters have hit dice. I.e., a hero has 4 HD, while a vicar has only up to two cure light wounds spells. Which is to say, you'd need two clerics with nothing but cures memorised to fully replenish just one fighter's hp! Even if a cleric were fortunate enough to possess a Staff of Healing, it is only usable once per day per figure.
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Post by fearghus on Jul 21, 2015 20:05:57 GMT -5
This is slick, and I will definitely be stealing pieces for my own set of house-rules. I like how the kits are called modules.
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Post by Hexenritter Verlag on Feb 3, 2018 15:37:15 GMT -5
Will this ever be published as a PDF or series of them? It looks sweet. Any fantasy game should have a Warrior Mage - my worlds tend to have them, but most RPGs don't. I'll have to pour over it in detail later so I can comment more fully. Great Job Fitz!
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Post by Mighty Darci on Feb 10, 2018 10:38:49 GMT -5
Will this ever be published as a PDF or series of them? It looks sweet. Any fantasy game should have a Warrior Mage - my worlds tend to have them, but most RPGs don't. I'll have to pour over it in detail later so I can comment more fully. Great Job Fitz! I guess it is designed to be used off a tablet or laptop, it would be great if it were in a format to be printed out.
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Post by Hexenritter Verlag on Feb 10, 2018 13:38:18 GMT -5
Yes it would Mighty Darci, yes it would. Especially since I am trying to get away from using tech devices while gaming; which is why I'll be printing out my OD&D PDFs so i can read them in physical form.
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Post by The Master on Feb 11, 2018 15:58:16 GMT -5
Yes it would Mighty Darci , yes it would. Especially since I am trying to get away from using tech devices while gaming; which is why I'll be printing out my OD&D PDFs so i can read them in physical form. I need things printed out to use them and this would take a lot of work to convert to a pdf off the web. It would be easier just to write your own version.
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Post by The Master on Feb 11, 2018 16:00:00 GMT -5
a medievally-themed cleric spell list would actually pull mostly from the Druid, Magic-User and Illusionist lists, with some Cleric abilities/spells thrown in. But certainly they wouldn't be automatically relegated to the role of a wound healer. The "heal bot" cleric doesn't work out in OD&D anyway; the cleric has far fewer cure spells available per adventure than the fighters have hit dice. I.e., a hero has 4 HD, while a vicar has only up to two cure light wounds spells. Which is to say, you'd need two clerics with nothing but cures memorised to fully replenish just one fighter's hp! Even if a cleric were fortunate enough to possess a Staff of Healing, it is only usable once per day per figure. I have been thinking about the whole "heal bot" thing, and I am working on an alternate cleric. I really dislike the "heal bot" term, so I am working on some things for healing.
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Post by Hexenritter Verlag on Feb 11, 2018 19:54:46 GMT -5
The "heal bot" cleric doesn't work out in OD&D anyway; the cleric has far fewer cure spells available per adventure than the fighters have hit dice. I.e., a hero has 4 HD, while a vicar has only up to two cure light wounds spells. Which is to say, you'd need two clerics with nothing but cures memorised to fully replenish just one fighter's hp! Even if a cleric were fortunate enough to possess a Staff of Healing, it is only usable once per day per figure. I have been thinking about the whole "heal bot" thing, and I am working on an alternate cleric. I really dislike the "heal bot" term, so I am working on some things for healing. I am also not a fan of the 'heal-bot'cleric - to me they should be reconfigured to play the role of a paladin, keep the minor healing spell & convert it to "laying of hands" once a day plus the Wisdom bonus (+1 in OD&D every 3 levels). Give them Fighter hit dice & any weapon, plus turn undead, but no to-hit-bonus like the fighter gets. They must also be dedicated to a Religious Order, renounce wealth beyong what is needed to survive, splitting the rest between their order, its affiliated temple/church & charities of their choice.
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Post by The Master on Feb 11, 2018 20:22:23 GMT -5
I have been thinking about the whole "heal bot" thing, and I am working on an alternate cleric. I really dislike the "heal bot" term, so I am working on some things for healing. I am also not a fan of the 'heal-bot'cleric - to me they should be reconfigured to play the role of a paladin, keep the minor healing spell & convert it to "laying of hands" once a day plus the Wisdom bonus (+1 in OD&D every 3 levels). Give them Fighter hit dice & any weapon, plus turn undead, but no to-hit-bonus like the fighter gets. They must also be dedicated to a Religious Order, renounce wealth beyong what is needed to survive, splitting the rest between their order, its affiliated temple/church & charities of their choice. I am looking at a bit different route, I like for them to do healing, but I want to make it so that is not their primary role. More of they handle the really serious stuff and everything else is handled by the party as a whole with a variety of options I intend to give them.
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Post by Hexenritter Verlag on Feb 11, 2018 20:29:02 GMT -5
I am also not a fan of the 'heal-bot'cleric - to me they should be reconfigured to play the role of a paladin, keep the minor healing spell & convert it to "laying of hands" once a day plus the Wisdom bonus (+1 in OD&D every 3 levels). Give them Fighter hit dice & any weapon, plus turn undead, but no to-hit-bonus like the fighter gets. They must also be dedicated to a Religious Order, renounce wealth beyong what is needed to survive, splitting the rest between their order, its affiliated temple/church & charities of their choice. I am looking at a bit different route, I like for them to do healing, but I want to make it so that is not their primary role. More of they handle the really serious stuff and everything else is handled by the party as a whole with a variety of options I intend to give them. Cool, but that is for the Magic-User "priest" - healing spells with 'turn undead' as a free bonus spell, but they are unlikely to go adventuring unless of a deity of war, nature deity or "adventurers".
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