I'm a little punch drunk from lack of sleep this Christmas, so I apologize if somebody else already asked this and I've missed it. But I've just got The Iron Companion as a gift and a couple of questions spring to mind on Mundane Artifice Creations.
Resistant complexity, if you pick 1d4 Cold...
We use 1 meter and 2 meter hexes based on the size of the event. For instance 1 meter in buildings or 2 meter in a large field. If you use 2 meters and have a character that only gets 5m movement, we tend to round movement up to 6 meters since everything else in the game is rounded up.
You are beating a dead horse here Yan, give it up. Perhaps you should be happy the maps are far astoundingly more precise than medieval maps. Further... continued argument can make you look like a jerk. Remember to place nice.
Where are the Passion Traits explained, that is a very nice idea.
And no DamonJinx, it would be a 1 time cost and act exactly the same way Divine Magic works with POW. You dedicated the item to you through a ritual which could be as simple a ceremonial statement. "Azure bowl of divine gruel...
I like the concept for requiring rituals for magic items or even to disconnect yourself from the item. It would tie in perfectly with the devotional spending POW on the item like with divine magic. More powerful items might have skill requirements or even intelligence.
My only thought now is...
I'm stuck on level 6 in that darn pit puzzle with the guys who throw fire. They aren't the problem but running the right direction hitting buttons on that column is really ticking me off.
I've been holding off water based combat for months waiting on this data. I'm having to ignore it again during my next game, it would be nice if there were some real rules.
If the attacker criticals and the defender has an ordinary success for parry, will the defender still parry but the attacker get a maneuver? I'd assume so, otherwise Bypass Parry wouldn't make sense.
I think it comes down to how many you want to have in it. Keep in mind though that most previously listed cults usually only have 4 to 6 in their grimoires. I don't see why it would be an issue for a powerful cult to have 2 different grimoires though. One for lowbies and another for higher...
I was a player in something much like this in the mid 90s. It worked out great. The players were the dieties creating things from the nothingness. We ended up with a mix of new races, religions, ancient legends/monsters and foreign enemies. The gm was very pleased with the results and I know...
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