I have just finished the final tweaks on the Shamanism and Wizardry cards and thought it best to explain our use of them in Magics.
Wizardry relies heavily on Wisdom. Since putting a point Value on anything with Wisdom is guesswork, we made a separate +WIS enhancement card for Wizards. This is the magic field a hot shot smart kid would go into. In the rules you are allowed to replace the WIS bonus with Experience (your LLB bonus). A hard working average Wizard will take a lot longer to get a decent bonus, but such is life.
(Insider information. The Prismatic school Anchor will add two Wisdom. Look for the Prismatic Beta cards between now and StormCon.)
We did not add WIS to the Wizardry Anchor. We wanted the card at a low enough CP value to allow a starting character to take the Anchor.
In Shamanism and Witchcraft it is the Experience (LLB) that counts. The rules do not allow you to replace LLB with Wisdom. There is no replacing experience, you have to put in the hard work. Hotshots go into Wizardry.
Doing the LLB and WIS this way gives the magic schools the feeling we are looking for on Grandilar. In addition this will allow us to add WIS through Boons etc. to the Wizards without ruining the feel of Witchcraft and Shamanism. Having said this, rule 3.4 allows a GM to overrule us. Just be aware that we designed the system to work as written. We do not know what such a change will do to the games feel, but it will probably just turn it into a Power game. Everyone will have to be a Wizard, just to keep up, no matter how that affects the role-playing.
Mark
Thursday, May 24, 2012
Magic and WIS versus LLB
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