Session 0

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Dec 30, 2022 6:53 pm
CESN sent a note to Eyes
Dec 30, 2022 7:44 pm
RAAMtentacles sent a note to CESN
Dec 30, 2022 7:44 pm
How are we going about magic and equipment?
Dec 30, 2022 8:06 pm
No need to check the story as the legacy of the crystal shard adventure is… well, the legacy of that 😅 I’m ok with any time in the wild or elsewhere and we can sort that as needed during the adventure as well.
Equipment … I forgot those rules 😅 you can start with anything basic a caravan guard may have and maybe something suitable to your character, like a healers and herbal kit. Food is provided by your employer as well.
Wealth is 0 unless you have a good reason to have more than poverty as starting adventurers 🤣 because we can skip shopping and you may forget a few things, this system generally allows you to buy things in retrospective by rolling wealth. This just makes it easier to prepare for adventures. If it makes sense, you can try to buy it and say you had it before you left.
In terms of magic, you have something like cantrips or abilities (like rage) you can always cast. Since it’s only 3 players, you can pick 4 magical effects (or combat abilities) you then can use narratively. This is so you can spread more utility spells between you if you need.

I’m thinking of having scrolls and spell books as a way to level up magic. So you actually need to learn them old school because they are very complex to memorise. Copy from a book to a scrolls which is enhanced to automatically cast it. Basically scrolls = spell slots
Dec 30, 2022 8:14 pm
I'm thinking radiant/light effects and cold effects. Any suggestions or recommendations for the others?
Dec 30, 2022 8:45 pm
Dec 30, 2022 8:51 pm
RAAMtentacles says:
I'm thinking radiant/light effects and cold effects. Any suggestions or recommendations for the others?
Probably something Druidic for flavour like fairly fire (though that could be light), grow plants (entangle) or some animal thing like talk with them. There’s moonbeam of you want to focus the light flavour. Good utility spells could be detect/dispel magic as well
Dec 30, 2022 11:20 pm
Quote:
Oh that looks nicer! Is it a [table] you used?
Sort of! I rearranged the tables and changed it to a two-column format. Here's the BBCode below. (Warning, huge chunk of text!)
[ +- ] Character Sheet
testlum sent a note to CESN
Dec 30, 2022 11:57 pm
Coll I'll update everyone's sheet to match. the 2 columns is neat :D

CESN sent a note to testlum
Dec 31, 2022 12:02 am
testlum sent a note to CESN
Dec 31, 2022 2:41 am
So are we going with specific spells or like a spell archetype that includes a progression of multiple spells?

For example, I was considering the radiant/light type to include things that did something with a source of radiant energy/light. Maybe Sacred Flame as the Cantrip level, Moonbeam at 2nd, and fill in the rest. Cold and the other two aspects would work the same way. Not necessarily that I would immediately have access to all of those spells but that I would progress into them or tap into them if I pushed things.
Last edited December 31, 2022 2:53 am
Dec 31, 2022 5:22 am
Honestly I just made up some stuff that fit my character. Spell progression doesn't seem like it's a thing.
Dec 31, 2022 11:41 am
Yeah we tried spell progression at some point but it gets complicated and the point is to simplify so I opted by allowing you to narrate the spells as you like and boost their powers by making it harder to cast (easier for elves), the focus being on the underlying magical effect itself

The issue is that because you solve things with one or two rolls, there’s not much difference between sacred flame and moonbeam, except the light source I guess.

Since the game will be long, we can try progression if you guys would like to 😁 The best option we got is to have character experience counting to learn new things or add new effects. Maybe you can produce light at first and then you learn to add effects to it, like infuse with divine energy to make a sacred flame or manipulate the natural light for a moonbeam. You’ll need to level down (there are only 6 levels so this balances long term) the magic skill as you struggle to get a grasp of the new effects at first
Dec 31, 2022 11:51 am
CESN sent a note to testlum
Dec 31, 2022 12:50 pm
On the topic of magic, I prefer to have a more freeform and simple mechanic like what we have now. So taking Agna's Commune With Dead ability which lets her speak to dead spirits as an example, maybe she could Raise Roll in order to compel the spirits to speak even if unwilling.

testlum sent a note to CESN
Last edited December 31, 2022 12:54 pm
Dec 31, 2022 1:21 pm
I agree, no need to overcomplicate things, I'm happy with the current system and don't necessarily need to have the progression system.

On the other hand, I still don't think I fully grasp what I'm choosing as the magical underlying effect. I promise I'm not trying to be difficult! My head is just having a hard time wrapping around the concept.

What is the constant that we're choosing here? Like what is the base for the spell that then gets modified with the narrative freedom?
Dec 31, 2022 1:58 pm
Another way to approach it, which could be easier is to pick 4 signature spells first and then try to deconstruct them, if you want.

CESN sent a note to testlum
Dec 31, 2022 2:23 pm
[ +- ] Spare the dying
[ +- ] Produce flame
[ +- ] Mending
[ +- ] Witch Bolt
This is how I delt with magic. Take away any damage rolls just describe it
Also, I don't plan to learn any more spells. Unless something comes up in the story line.
Last edited December 31, 2022 2:30 pm
Dec 31, 2022 2:29 pm
Okay, so something like this?

Moonbeam: Breaks down into basic component of some sort of heavenly light striking down from above.
Divination: Reading the stars and celestial bodies for omens about the future.
Speak with Animals: A magically influenced ability to communicate with creatures. I would like to see this expand to other creature types as well.
Dispel Magic: Ridding something, someone, or somewhere of magical effects. A dis-enchanter of sorts.
Dec 31, 2022 2:31 pm
I like that. Makes them simple
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