Raven's Rules for Sorcery v 1.1

Raven Blackwell said:

I guess that suggests a NO then... :cry:

Yeah, as Sutek said, [Mongoose] RuneQuest. I'm hoping that when MRQ Hyborian Adventures is released and the 'My preferred rules system is better than your preferred rules system' sniping has died down a bit, we can all just share the joys of gaming in Conan's world.
 
Well, not at the moment. I've been not paying attetion a while. Is Mongoose dumping the d20 RPG system for Runequest or is this a 'parallel development'?
 
Raven Blackwell said:
Well, not at the moment. I've been not paying attetion a while. Is Mongoose dumping the d20 RPG system for Runequest or is this a 'parallel development'?
Not to worry, according to the HUGE Conan 2nd Ed to use Runequest system thread... we finally got a roundabout reply that seems to insure the continued survival & development of Conan d20.

I believe there is a RQ books called Hyborian Adventures coming out that will allow people to run Conan using RQ but I don't believe it will be replacing Conan d20.

Azgulor said:
From a Conan discussion on RPG.net:

http://forum.rpg.net/showthread.php?t=287999&page=3

Quote:
Originally Posted by The Grey Elf
So it's true, then.

Mongoose has officially lost me as a customer, as soon as I finish getting all the d20-based Conan stuff.


That will take you a long time - we have no intention of stopping the current version of Conan. . .
__________________
Matthew Sprange
Mongoose Publishing

http://www.mongoosepublishing.com



The italicized text is the poster replying to news of the Hyborian Adventures sourcebook. The bold text is Matt's reply.

Azgulor
 
One thing to note: holding the spell shouldn't require a move action for touch spells. You can hold a touch spell indefinately without concentration provided you meet a few restrictions:

-You cannot cast any other spells without releasing the touch spell.
-If you touch anything with the hand holding the touch spell it immediately discharges onto whatever you touched. This can mean casting death touch on a doorknob for example.
-If you take damage you need to makea concentration check as normal.
 
Well, she's changing thing, so under her system it may be better that all spells, Touch or otherwise, require a Move Action to hold.

8)
 
If you use that for touch spells they cannot be functionally use is the problem. It results in one of two situations:

You walk up, cast the spell, either defensively or taking the hit and hoping to make the concentration check, and make the attack. This ensures that you have to be a high level sorcerer (due to the DCs of casting defensively, 15+PP spent) to use touch spells; high enough level that you have access to the ranged spells, thus nullifying the touch spell entirely.

OR

You cast the spell, move up, and hold it. If your opponent is out of your reach or can make the DC 15 tumble check to avoid the AoO you will NEVER be able to use the spell. This is because your opponent can attack you once (forcing a concentration check) then make a move action away from you. If you can't make the AoO then you cannot get an attack against that opponent EVER. Each round you make a move action to hold the spell, then make a move action to close with the opponent and cannot attack. Your opponent can repeat this indefinately and you cannot respond in any functional manner.

Touch spells are limited enough as it is, by requiring a move action to hold a touch spell you simply remove them from the list of spells with any offensive value and turn them into stepping stone requirements for other spells rather than spells in their own rights.
 
*sigh* I have't written them fully yet and we're already arguing about them?

Touch spells have always nagged me- the idea of sorcerer charged up as if they had been scuffing thier feet on a carpet ready to discharge on the first object he touches seems a bit silly. However, the problem is easily remedied- the touch attack made by the sorcerer is consider part of the process of step five- Releasing the Spell thus making it a Free Action. The downside is that the attack cannot do physical damage as if they had normally struck an opponent with an unarmed attack. Thus you can cast the spell [Standard Action] move to engane and enemy [Move action] and then release the spell with a touch attack [Free Action] all in one round. If you are holding it from a previous round [Move action], move up to the opponent [second Move action] and release the spell on them with successful touch attack [Free Action]. Should the sorcerer miss with the touch attack spell in either case they have the option at the top of the next round to either spend a Move Action to continue holding the spell or drop it without penalty. Note that if a sorcerer begins a round Holding the Spell already adjecant to an opponent they can make a single normal melee attack at a Standard Action, Hold the Spell with a Move Action and then Release the Spell with a Free Action and a succesful touch attack. In addition if an opponent moves up to a sorcerer already Holding a spell the sorcerer can release the spell- Touch attack or otherwise0- as a Free Action before the opponent can even act. So I hardly see how the sorcerer is getting cheated here.... 8)
 
Well, it's not a short shrift if the sorcerer can release it as an immediate action (a free action that can interrupt an opponent), the usual rules say you need to either use it as you cast (part of the standard action) or as a standard attack, but with the option of simply using it whenever someone comes within reach it becomes a viable set of spells.
 
And since there's no visible clue to whether or not a sorcerer is Holding a spell it makes approaching one a little risker. Thus the warrior types might think twice before the usual 'charge the spellcaster!' tactic after getting zapped a few times.
 
Will there be a feat to allow a sorcerer to hold a spell as a free action (noting that you can't cast spells while you're holding a spell)?
 
Yeah, people.

First off, this is not only a work in progress...but she hasn't even finished posting the way all this works. The story of 4 blind men and an elephant comes to mind. (lol)

Secondly, this isnt' friggin D&D. So what if a held spell uses up a Move Action? Would you rather have Sorcerers able to charge up and unleash Gellid Bones on your favorite characters? Come on...

Odd too that I should feel the need to come to Raven's defence here given that I'm not really a fan of doing something different to what's presented in the book - I think that works fine. But at least wait until all of her rules are posted before you start nit-picking them to death. K?

:roll:
 
Sutek said:
Odd too that I should feel the need to come to Raven's defence here given that I'm not really a fan of doing something different to what's presented in the book - I think that works fine.

Maybe it has something to do with that hurricane I redirected for you last year.....8)

Seriously though- while B.J. Here has come up with a valid point of order regarding the touch attack requirement of Touch spells and combat round sequence, let's hold off comments of v 1.2 until the topic Raven's Rules for Sorcery v 1.2 actually exists okay? :D
 
Raven's mind-blowing contributions are some of the many shining stars of this forum.
I run a low-magic/rare-magic campaign, but these ideas may definitely kick in if the PCs get too cocky. :twisted:


BTW, I'm gonna need somebody to cook up a little FailedSpotCheck-will-win-the-next-Lottery spell. :D
 
Why thank you. I've got a mailing list that I publish my new stuff on- if you want on, just pm me with an e-mail address and I'll put you on it and give you the three collected volumes of my work to boot. 8)
 
Just keep up the Good Work there Raven - Re: the Sorcery submissions. I have enjoyed all of it ...... (slobber)... and I HUNGER for more .....

If you read some of the REH and other authors' Conan stories, the Sorcery tends to be either very subtle - OR very Earth-shattering. Rather like either playing with 'stale' firecrackers, as opposed to working out how to set off a thermo-nuclear warhead.

The consequences of dabbling into the Old Sorceries can be rather significant. Remember when the Dark Tower(s) collapsed and the ground subsided in the LOTR movie. Fortunately this sorta thing shouldn't happen too often in the Conan RPG.

I like the subtle influences though. I have a Player who has just recently become cursed with a (permanent?) version of Raven's "Scent of Honey" spell - as a parting gift from a slain sorceror.

I like to see more of a 'work up' with long-term politicking and influence building up to a large awe inspiring peak and effect.
 
Raven, here's something I've been toying with for another Childe Feat, tell me your thoughts if you get a moment.

Jotunkin [General Feat]

Requirements: Must be taken at first level; the creature may not have any other Childe Feat.

Deep within mountains, beyond unscaleable peaks and in other forsaken places the remenants of the older races still survive, giants among them. A few bloodlines still contain ties to those old races, a lineage that sometimes comes to light.

The following profile is added to all creatures with this Feat:

Type, Size and Hit Dice: Change type to Humaniod (Giant)
Initiative, Speed and Attacks: As base creature
DV: -1 penalty to dodge defense, Jotunkin tend to simply endure attacks rather than avoiding them.
DR: 2, Jotunkin get an additional DR = Constitution Modifier versus subdual damage of all sorts, including environmental damage.
Special Qualites: Add the following to the base creature’s profile

Low Light Vision: The creature possess Low Light Vision. If the base creature already possesses this ability, its range increased 30 feet.

Giant Blood: Jotunkin are larger than normal people by a large margin, add 12" to their base height and 100 lbs to their base weight. In addition their increase size and mass means that their unarmed strikes are treated as if they were one size category larger than normal (regular attacks do 1d4, 1d8 with Brawl) and they gain a +2 to all grapple checks. Equipment must usually be specially made for them costing 50% more for armor and clothes.

Saves: All Jotunkin receive a +2 innate saving throw bonus and bonus to ability checks that would be covered by the endurance feat.

Abilities: Jotunkin have the physical stature of their forefathers, but often are introvered as a result of their innate clumsiness, as a result they gain +2 strength, +2 constitution, -2 Dexterity and -2 charisma.

Skills: Due ton their size Jotunkin are notoriously bad at hiding and slipping into places, as a result they get -2 to all hide checks and -4 to all escape artist checks. On the upside their size does give them a +2 to all strength checks to life, break or force objects.

Favoured Class: Change to Barbarian
 
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