Arms of Legend

torus

Banded Mongoose
Reading this now and just wanted to say it's probably the best written RPG supplement I've ever read. Particularly the section on alchemy, but the whole book is great, and given how dry it could have been it's excellent work.
 
I really want to tweak the enchantment rules somewhat.

(a) Use the Enchant skill from Arcania of Legend: Blood Magic.

(b) Use the extended crafting skill roll from Arms of Legend with a casting time measured in, say, blocks of 30 minutes, 1 hour, 2 hours or 4 hours, depending on the complexity of the casting.

(c) Autonomous Sorcery and Common Magic spell matrices are considered always on if they are designed to affect the wearer; if they affect others, such as an Animate or Form/Set spell, they work as described in Arms of Legend, with a recharge time between activations.

(d) Concert enchanting from Arcania of Legend: Blood Magic uses a cap of Craft + Enchant OR Mechanisms + Enchant OR Engineering + Enchant.

Power Crystals are also a grievous disappointment.
 
Yes there are some genuinely useful things in there, especially when your players throw a curveball at you ("Yes, we'd like to hire a carpenter, a weaver, and a scribe who can write Chingothian... also some 50 odd pigs... and a trebuchet! How much would that cost?")

Just be warned that the section your players will jump at first (the weapons) is a bit of a mess, with some of the stats being a little wonky. Take a look at it first to avoid surprises later.
 
You could start by dropping the "healing potions," aka "hit points in a bottle," idea.

I like the idea of having medicines and treatments available to foster rapid healing, but perhaps there was a reason why healing potions were left out of the enchantment rules.

However, there is a useful substitute here, even if it is a temporary one.
 
Well, healing and other potions are IN the book, so why drop them? It depends entirely on your style of play, and I for one could use actual prices for certain potions and enchanted items? I mean, you got prices for alchemical tools even, but not for the actual end product. I think Alchemists are all about the money.

I don't buy the standard "RQ" explanation that enchanted items and potions are so unique, as to defy price tags. Obviously they won't be, if the players got any say in it. Even if the players didnt manufacture them, they'd be wanting to buy or to sell them if they exist. So I feel Arms of Legend is kind hindered by this attitude that's inherited from Runequest (I assume?) As a GM I want to decide the style of play, I don't want the rulebooks to decide it for me.

Another issue I have with the Arms book is the lack of prices for food & drink and some other stuff, but luckily I got Pirates of Legend which covers these areas as well. Another good book that one.
 
Verderer said:
Well, healing and other potions are IN the book, so why drop them? It depends entirely on your style of play, and I for one could use actual prices for certain potions and enchanted items? I mean, you got prices for alchemical tools even, but not for the actual end product. I think Alchemists are all about the money.

They are?
I need to recheck as I can only find them in the RQ2 arms and equipment book.

I don't buy the standard "RQ" explanation that enchanted items and potions are so unique, as to defy price tags. Obviously they won't be, if the players got any say in it. Even if the players didnt manufacture them, they'd be wanting to buy or to sell them if they exist. So I feel Arms of Legend is kind hindered by this attitude that's inherited from Runequest (I assume?) As a GM I want to decide the style of play, I don't want the rulebooks to decide it for me.

I do since I like the idea they're available from a single source and if you want some you either raid a supply store or buy them either at an inflated price or go on missions on their behalf so they have good reason to sell them at a reduced price so you'll want to complete their mission so you can get resupplied so you don't have to use up all your magic just to heal yourselves!

Another issue I have with the Arms book is the lack of prices for food & drink and some other stuff, but luckily I got Pirates of Legend which covers these areas as well. Another good book that one.

Thank you, I was wondering about buying a copy of that your point has made the decision for me. :D

Seriously I couldn't find any info on healing potions in the arms of legend have I got a too early copy or just plain blind? :oops:
 
The section on Alchemy describes the Philosopher's Stone, which is generated through alchemy and which can, along other things, remove physical damage to Hit Locations, cure illnesses and poisons, adding permanent bonuses raises to Resilience to fend off drugs, poisons and diseases.

It's on p. 153, under the lowest grade of purity of Philosopher's Stone.
 
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