Kharille wrote:
The warlock damned well needs justification for its existence. I think it was based on something, Elric or some fiction novel or comic.
It s an interesting class, and your probably right it was based on Elric for instance.
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As GM, I'd also feel comfortable placing a constraint that only one person can pass through the Astral Gate per round.
Concerning, your idea to change the ambush (I feel the GM mind
) , I understand the GM still be the GM, but how many times could he do this? The player has this spell permanently, he can not have a surprise everytime.
An other example, f the GM planned the players stay a geographical area , he cannot find a trick everytime ( spells dont work here,or you are prisonner and gagged, lol).
I changed your idea : "only one person can pass through the Astral Gate per spell." Sure , it would be largely less worthy than "teleport" (who can save the life of the caster immediately), but there would be the distance bonus (150 km).
And so, the GM could keep many members on he place they should stay (instead of already drinking their beer for celebrating their mission,
)
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Resurrection And maybe when the sorcerer casts the spell, all he receives is a vision of how to reclaim the character's soul from the Land of the Dead (or maybe it just opens a portal there, through which the sorcerer must pass to reclaim the soul, and return...).
I like very much your idea. a quest, a fight , something not easy
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a plate armour +3 , A 8 AF is huge, what about reduce the AF of every armour? : too many players would die
And don't forget that armour only protects from one kind of damage - by the time your knights are walking around in +3 plate armour, they probably have more to worry about than steel.
I understand your assessment (too many players would die) . What about a maximum +2 armour (+3 would be +2)?
I still be not convinced that being almost invincible to Swords (against 4 or 5 fighters or more) would not be great to diversify the threats in the adventure.
By the way , I like very much your website, especially the random treasure tool,:). Your project to classify the dragwars group is ambitious but very useful, I guess.
Concerning Jiminy's post on the "flashy" spells , I humbly agree, it could be an idea to add contraints to many spells : time, an item needed (bulky, crafted or rare, a bit as the gamebooks "sorcery!" of Steve Jackson).
If you have other ideas of unbalanced things...