Roleplaying Tips Weekly E-Zine Issue #2**
Running Faster Combats
Contents:
This Week's Tips Summarized
Running Faster Combats
- Communicate
- Time Yourself
- Proper Preparation Prevents Poor Performance
- Manage Initiative Smartly
- Draw Maps Quickly
- Limit Conversation
- Know The PCs' Abilities
- Start With Simple Combats
- Resolve The Action And Move On
- Consider house Rules With Fast Combat In Mind
- Tips For Player
Readers' Tips Summarized
- Repercussions For Killing Certain Creatures
From: Paul Mercurio
- Roll Dice Or Say Yes
From: Tommi Brander
- Once Upon A Time Game For Plot Generation
From: Avlor
- Floors, Doors, Walls, And Time Traps
From: Carey Martin
- 30 Random Psi Skills
From: Laura B.
- An Easy Method For Tracking Arrows
From: Edge
- AnXP-less Roleplaying Alternative
From: Jenette Downing
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World Building Library Debuts
Welcome to Expeditious Retreat Press' latest project!
World Building Library is a series of articles, exploring
different aspects of real world phenomena and integrating
those elements into a role-playing environment. Look for
the first titles at your favored vendor of electronic
products: Items of Myth and Legend: India I and II,
Tibetan Deities, and Tibetan Exorcisms.
www.exp.citymax.com
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A Brief Word From Johnn
Speeding Up Combat
Some of the tips in this week's issue appeared in shorter
form in Issue #300.
Telas had a few more great tips and ideas to add, and since
the topic is important, I'm pleased to present this week's
guest article. Sometimes, a bit of practical advice is all
that's required to fix a problematic game element.
Hopefully, you'll find a tip or two of use. If you have some
practical, fast combat tips to share, feel free to send 'em
on in.
A Bit Late This Week
Issue #303 is a bit late as I just returned from a trip to
Vancouver Island. Sorry for the delay.
Altered Carbon A Great Book
While on my trip, I read a great sci-fi/cyperpunk book by
U.K. author Richard Morgan, called Altered Carbon. It's a
Philip Marlow style detective story set in a dark 26th
century where science has figured out how to save people to
hard drives. This book has a ton of ideas for GMs of the
genre, and I highly recommend it. Note to parents: I'd give
the book a mature rating.
Cheers,
Johnn Four,
johnn@roleplayingtips.com
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New Release: Power of Faerun
A comprehensive new guidebook for playing high-level heroes
and running high-level campaigns in the Forgotten Realms.
This supplement introduces new options to players and
Dungeon Masters as well as guidelines for starting a temple,
running a guild, leading an army, serving the crown, and
participating in political intrigues.
Power of Faerun at RPG Shop
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Running Faster Combats
A Guest Article by Kurt "Telas" Schneider
I struggled for the last year with the pace of combats, and
learned a lot from other GMs, my players, and personal
experience. I hope what I learned will be of use to you.
This article will be aimed at D&D 3.5, but many of the ideas
are adaptable to other systems. I'll also assume you're
using initiative cards, but almost everything here is
applicable to laptop use or other methods of tracking
initiative.
For what it's worth, I use a spreadsheet to track initiative
and hit points (including PC HP). A Firefox window holds the
Hypertext D20 SRD, and HTML sheets of monster stats,
courtesy of YoYoDyne Software's Monster 3.5. One of the neat
things about Monster 3.5 is that the end user can modify the
stat block template. I never could get the hang of the d20
stat block, and prefer the "old school" table style
template, especially when I need to quickly find a
statistic.
[Johnn: you can get Telas's statblock template here.
YoYoDyne Software's Monster 3.5
Hypertext D20 SRD ]
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1. Communicate
If you're finding combats seem to drag on forever, the first
thing you should do is talk it over with your group. They
might not notice the drag as much. They might even prefer
the slower pace. If faster combat does appeal to them, let
them know you'll be working to speed things up, and that you
might have some expectations of them. Talk about what is
going to change for both the players and GM. Communication
is a Good Thing.
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2. Time Yourself
It's a good idea to get an objective sense of how long
combats are really taking. Ask the least busy or most
experienced player to time your combat rounds, and note
what's taking so long.
If the source of the lag is one player, take him aside
before or after the game and work with him to speed things
up. Possible solutions might be cheat sheets, rules
tutorials, table seating (closer to the GM or an experienced
player), better character sheet preparation, or a couple of
one-on-one combat-heavy sessions.
If it's the GM, perhaps you should scale back the complexity
of combat encounters until you get a better handle on
things.
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3. Proper Preparation Prevents Poor Performance
Preparation is the key to faster combats. This is how TV
chefs can throw together a full meal in 22 minutes:
everything is ready and at their fingertips.
Know and be comfortable with the feats, abilities, and
spells you'll be using in the session's encounters. If this
means holding off on that new monster or spell you're dying
to pull on the group, so be it. This also goes for
environments. If you aren't comfortable with the rules for
shallow and deep bogs, you might want to avoid a swamp
fight. If this is the first time the characters have
encountered a particular critter, have a good idea in
advance what information you'll give out for successful
Knowledge checks.
Keep pertinent information at your fingertips. Use a scratch
pad or Post-It Notes for hit points and temporary effects.
Use initiative cards with all of an NPC's information on it,
like a miniature character sheet. (The Game Mechanics have a
great set of initiative cards:
http://www.thegamemechanics.com/products/initiativecards.asp ).
I pre-roll initiative for the critters, and usually make
some notes on their cards (tactics, spells, reminders).
Remember to make a blank "end of round" card where you can
note the duration of spell effects, abilities, etc.
Remind the group about any environmental effects, like
double movement costs for light undergrowth, and prepare
index cards or placards to put on the table when they're in
effect. Suggest that players do the same for their spells. I
clip 3x5 cards with environmental effects to my screen, and
there is much gnashing of teeth when I pull out the feared
and hated "Narrow and Low" card.
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4. Manage Initiative Smartly
My group adopted a policy of rolling initiative at the
beginning of the game and immediately after combat for the
next encounter. This adds a sense of urgency to the
beginning of combat, but it also helps the GM prepare the
next combat during the more relaxed parts of the game by
having the initiative cards sorted and ready.
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5. Draw Maps Quickly
Draw out the map quickly, explaining as you go. If you use
multicolored pens, have a player draw a key as you draw the
battlefield. Don't strive for a work of art; it's just a
tool. If you get the chance, draw it in advance. (Take that,
Johnny Cochran!)
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6. Limit Conversation
When combat starts, limit in-game conversation to six
seconds per character per round. Speech might be a free
action, but that doesn't mean a character can rattle off the
unabridged Oxford English Dictionary in the time it takes
him to move and swing a sword.
Introduce a time limit for the players and yourself. A
minute or so at first, but make it shorter as your players
get more efficient. The character has six seconds to decide
and act; a player should not dally for much more than that
(after all, he's got everyone else's turn to think about his
actions). This is not to say that six seconds should be a
hard and fast rule; make it a target. GM judgements, skill
checks, descriptions, and clarifications all have to take
place to get the player the right information, and shouldn't
count against him. If the player hesitates and considers for
too long, though, have his character delay his action. Trust
me, you will not have many unintentional delays after the
first one or two. This rule goes for the GM as well. You
should know what the NPCs and critters will be doing before
their turn comes up.
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7. Know Character Abilities
Don't be the reference book for the players, but know that
Emrin the mage dishes out a 7d6 Fireball, with DC15 Reflex
Save for half damage. This is also handy when planning
encounters.
Use NPC initiative cards mentioned previously as mini
character sheets for the PCs as well. On these, note their
feats, skills, tricky spells, special magic items, complex
equipment, and any other information you would find handy
during combat. Use the front and back of the cards if
needed. You want to save time looking up rules, anticipate
PC actions for faster adjudication, and help prompt players
who aren't sure of the rules. Feel free to note save DCs,
page numbers, book references, mnemonics, and anything else
that will help make combats fast.
After game sessions, check with the person who observed and
timed combats to learn what new rules should be researched
and documented by players or yourself for next session.
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8. Start With Simple Combat
Simplify combat when possible. At first, this might mean
combat takes place on ground that is dry, clear, and level,
and that all the orcs will go on the same initiative. As you
get comfortable (and faster), try varied environments,
individual initiatives, and advanced or obscure rules to
continually improve your rules lore.
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9. Resolve The Action And Move On
Get descriptive if you like, but move on to the next
character as soon as possible. I've found that a fast-paced
"machine-gun" approach to combat is more enjoyable than a
slow-paced game of tactical chess. Once you've mastered the
techniques you need to speed things up, the players will
follow your lead, and you'll find combat lasts a matter of
minutes.
When a rules interpretation or question comes up, allow a
minute or two of discussion if necessary, make a decision,
and revisit it after the combat or after the session. If
it's critically important, examine it in detail, but don't
let the rules get in the way of the game.
Sometimes there are multiple rules possibilities in play.
For example, you might be unsure if an unusual situation
might be resolved with grappling, a trip attack, or an
overrun, and it's a critical moment in combat you want done
right. In this case, assign each rule for research to a
separate player and divide and conquer. If possible, do no
research yourself and just process incoming player reports
as they find and read the rules in question. Assess quickly,
make a decision, and re-visit between sessions for a final,
thorough analysis so you're well-armed next time.
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10. Consider House Rules With Fast Combat In Mind
When you start thinking of making house rules or adopting
rules from other sources, consider their effect on the
pacing of combat. Will the rule simplify or complicate? Is
it worth the complication? Does it make the game more fun?
Does everyone in the group agree?
As you time and observe combats, certain circumstances might
reveal themselves as repeat offenders. Different group and
GMing styles mean no set of rules is perfect, and if the
official rules can't help or clash for whatever reason, seek
out house or 3rd party rules to fix this particular element
of your game. Be sure to playtest and get feedback first
though, before hinging PC lives on any new rules.
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11. Tips for Players
I've found being a GM makes me a better player. I'm prepared
for the game and for my turn in combat. I have a better
handle on what is and isn't possible for my character. And
since I've been there, I tend to treat the GM with a bit
more respect; I'm more willing to let the GM make a judgment
call, even if I disagree with it. These are all things I
would like to see from my players, so I should expect it of
myself when I'm on their side of the screen.
Players should be as prepared as the GM. Character sheets
should be complete, spells should be memorized, equipment
should be purchased, and encumbrances calculated before the
game starts. Players should know their characters' abilities
and spells inside out, or should have that information
readily accessible. They should at least be aware of each
other's abilities, and be prepared to capitalize on them.
Characters nearing a level bump should already know what
they're going to add at that level.
You should know what your character is going to do when his
round comes up, or should at least narrow it down if you
need more information from the GM. You should be focused on
the combat, not on the TV, the pets, or the latest Order of
the Stick. When the in-game rules discussions do come up
(and they will), try to be succinct, polite, and helpful.
* * *
Speedy combats result from timely and efficient management
of game information. If you've prepared properly, you'll
have the information at your fingertips. All you need do is
make use of it.
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New Release: D&D Tome of Magic
Tome of Magic introduces three new magic subsystems for the
D&D game. Pact magic gives characters the ability to channel
lost souls, harnessing their abilities to gain supernatural
powers. Shadow magic draws power from the mysterious Plane
of Shadow. True name magic gives characters that learn and
properly use the true name of a creature or object immense
power over it. All three systems introduce new base classes
and spellcasting mechanics. Also included are new feats,
prestige classes, magic items, and spells.
D&D Tome of Magic at RPG Shop
Readers' Tips Of The Week:
1. Create Repercussions For Killing Certain Creatures
From: Paul Mercurio
My group likes a mix of hack-and-slash and intrigue. To give
them both fair balance, I've created social repercussions
for killing certain creatures.
We all know killing the city guard is trouble, but how about
killing kobolds? In my campaign, the party is based in a
city that was supposedly founded by a dragon, so residents
discourage people killing the local kobolds because of their
relation with the city founder.
Add a twist, if possible. Do the creatures know they're
revered or protected? Do they abuse that knowledge? What
about a tribe of goblins who were valuable allies centuries
ago?
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2. Roll Dice Or Say Yes
From: Tommi Brander
http://s14.invisionfree.com/tablets_of_dleinr/
Save time and increase the fun by learning to quickly say
yes or let the dice decide.
- The party is in a cavern. There is a pool of unidentified
liquid there. Someone asks if there are any small rocks
around. You, as GM, should first think if it is plausible.
It is. Next, how easy is it to find rocks in the cave?
Pretty easy. So, say yes. There are small rocks around.
- The party is in a town. A PC asks if there are any beggars
nearby. Possible? Yes. How likely? Somewhat. So, if the PCs
are in a hurry, ask them to roll something. Perception
skill/attribute, citywise, something. Success, and there are
beggars nearby.
- The party is in a forest. A PC asks if there are any
dragons around. Possible? Yes. But very unlikely. Instead of
saying no, you ask, why would there be a dragon there? If
there's no reason, then let the dice decide, and if the
answer turns up no, you've got a good reason for that worked
out already.
Do this consistently. The PCs try to bribe guards? Let it
succeed or roll the dice.
When you roll the dice, do not fudge. If you have some plot
twist ready, no rolling. Better yet, do not have mandatory
plot twists. Fudging is saying no, essentially, but without
the courtesy to tell the player.
Source Credits: Vincent Baker, "Dogs in the Vineyard," and Luke Crane,
"Burning Wheel."
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3. Once Upon A Time Game For Plot Generation
From: Avlor
I was digging through my game shelves and came across the
card game "Once Upon a Time" hiding in the back corner. I
know, I'm hopelessly addicted to RPGs when my first thought
wasn't, "Oh I miss that game!" It was, "Gads - a source for
plots!"
- Take one or two of each type of card. For example:
Aspect: Happy, Cursed
Item: Boat, Crown
Event: Rescue, Journey
Place: Ruin, Home
Character: Stepmother, Old woman
Possible history (the ending cards - I drew): "But no matter
how hard they searched they were never able to find it
again."
- Now mix and match...
What did I get from those cards, just off the top of my head?
- A cursed crown was lost in old ruins.
- Legend has it that a group of adventurers went after it,
"But no matter how hard they searched they were never able
to find it again." (Will the current group go after it?)
- They have to take a journey on a boat, which one of the
character's stepmothers says is foolishness. Her motivation?
She knows it will get the adventurer's goat? Or she truly
loves him as a son? Perhaps she knew the original
adventurers?
Hope y'all can find good uses for old games too!
[Johnn: here's info about the Once Upon a Time game in case
you want to ask your local game store:
Once Upon a Time, The Storytelling Card Game, Second Edition
Once Upon a Time: Dark Tales Expansion
Once Upon a Time: Create Your Own Storytelling Cards ]
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4. Floors, Doors, Walls, And Time Traps
From: Carey Martin
The Floorboard Trick
Loosen the floorboard at both ends, and support it in the
middle (like a see-saw). Put something unpleasant on the far
end. When the character steps on the near end, his weight
will push one end down, and the other end up.
Works best if the fulcrum is nearer the character "going
down" end. You get a nice, high arc, a rapid rate of ascent,
and an unpredictable landing area.
The Floor Coating Trick
If you don't want to damage your nice hardwood floors, how
about a good wax job? Get it polished enough, and you can
have a whole party roll just like they skidded out on an ice
floe! It's especially fun to add a foe that doesn't need to
walk.
The Unfinished Floor Trick
On the other hand, if your dungeon has your standard-issue,
plain stone floors, why waste precious mortar on all of
them? Leave one unfinished, with all those nice, smooth,
rounded cobblestones just lying in place. This creates the
medieval equivalent of a shallow ball pit - especially
effective when a party's running through.
More Fun With Floors
The Nijo Castle, built 1600, includes "nightingale floors."
These were floors made of cypress, purposely designed to
squeak when stepped on. Even a ninja would make noise like a
flock of nightingales (thus the name). No dramatic effects
for the party, except that everyone with ears in the dungeon
now knows exactly where they are.
Time-Release Triggers
Just because your dungeon doesn't have a mage (or a
demolitions expert), that doesn't mean you can't set things
to go off later. Candles burning down work great, as do
pails placed under dripping water. What happens when the
candle burns down, or the pail fills up, I leave to you.
The Patron "Saint" of Doors
The title is because I adapted this from an old Leslie
Charteris "Simon Templar" story. There are two sliding doors
in a room on the same wall. Sliding one aside to open it
will slide iron bars through the other. The only way to open
the second door is to close the first one.
Ivy Covered Walls
Substitute poison ivy for harmless vines over climbing
surfaces to give the party a burning and itching surprise.
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5. 30 Random Psi Skills
From: Laura B., Chicago
Johnn,
I am a player in a group that was established back in 1984,
when we were in high school playing Star Frontiers. We have
created our own Science Fiction RPG that has caused us to
come up with several random result tables. I have included
our PSI Skill table we use for creating a character.
We use a Logic Score, and our scores are based on a 2d10
roll. Higher the better. PSI skills are rare in our
universe, so it is difficult to get them. Since PSI skills
are not learned but part of the character, we do not allow
the characters to choose their skill; they roll a D30 for
it.
PSI Skills
These are available one time only to a character upon
character generation. These skills are randomly assigned
using a 30 sided dice. For each point at 96 and above in a
Logic score, you can get one roll. 96 = 1 roll, 100 = 5
rolls. Skills do not replicate. To advance these skills, it
takes double the experience points as usual to advance.
- Shield: Shields mind from outside attack.
- Analysis 1: Pick up object and determine its use.
- Analysis 2: Pick up object and "see" into the last 6
hours of its existence.
- Beam Attack: Targets brain. <5 meters = 40pts; 6-
15m=30pts; 16-30m=20pts; 30-40m = 10pts; >40m is
ineffective.
- Fear: Causes unreasonable fear in target; target flees
area and must make logic throw to calm self, takes 2 rounds
to become productive again.
- Projection: Gathers images from one or more minds in
immediate surrounding characters/NPC and projects dream-like
image into another mind.
- Channeling: Channels energy around character, creating a
force field. Can be dissipated. Can be used only twice a
day.
- Confusion: Projects extreme confusion into target. Target
must make logic roll, and takes 2 rounds to clear mind and
become productive again.
- Far Sight: Able to see what is ahead up to 40 meters in
familiar surroundings and 20m in unfamiliar surroundings.
- Far Audio: Hears what is up ahead; same stats as above.
- Cryokinesis: Ability to slow molecules to freezing.
Takes two rounds of intense concentration.
- Density: Changes personal density, up or down, can
become either 1/4 of normal body weight, or 3/4 more than
normal weight.
- Disruption: Explodes inanimate objects, amount
determined by skill level.
- Empathy: Pick up or project feelings into minds of
individual or groups.
- File: Creates perfect recall of all info seen and heard
for up to 10 rounds. Able to maintain 10 files, then oldest
is overwritten no matter what it is.
- Healing: Mentally heal self or others, similar to medic
skill; requires no equipment, and can do psychic surgery in
upper levels.
- Pyrokinesis: Speeds up molecules to combustion. Takes 2
rounds of intense concentration.
- Static: Emits white noise interfering with all
communications devices. Radius is 1/2 of LOG in meters.
- Telepathy: Speak into mind, individually or as group.
- Trance: Places self into trance, slowing or speeding
metabolism. Slowing will simulate death to fool everything
but the most advanced medical computers. Speeding will
accelerate healing, speed meds, or feign fever or heart
attack.
- Night Vision: Ability to see in complete darkness.
- Psychic Impression: Ability to see what has happened in
area, 1 hour per skill level.
- Harden: Hardens skin to be able to take 3/4 damage; skin
maintains normal feel and appearance.
- Levitation: Ability to levitate and hold for 10 rounds,
or jump forward 1 story per skill level.
- Future Sight: Sees what will happen, like a movie
without sound. 1 round per skill level.
- Hyper Speed: Ability to accelerate self up to 3 times
normal speed for 2 rounds per skill level.
- Self Holo: Ability to create holographic shield around
self, extends 1/2 meter from body.
- 28) Internal Nav: Ability to create perfect internal map of
location, including all turns made, and referenced by two
points, one on land, one in space.
- Invisibility: Ability to make self invisible, 5 rounds
per skill level.
- Autolinguistics: Automatically pick up language once
heard. Amount of time diminishes by skill level. i.e. Level
1 takes 9 rounds, level 9 takes 1 round.
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6. An Easy Method For Tracking Arrows
From: Edge
I like to track food, arrows, ammo, and other supplies, but
we all know this can be tedious, messy, and easily
forgotten. Here's something I've started doing for arrows: I
got hold of some thin dowel sticks and cut them into lots of
short bits a bit shorter than a pencil. I made about 120 of
these and handed them out to represent the characters'
arrows. Whenever they're used they get tossed into a cup.
This is also handy for special ammo since you can colour
them to show different types. You could also use other
items, such as drinking straws. This has, of course, led to
the tradition of throwing ammo at the target as attacks are
rolled, but it's good fun (until someone loses an eye).
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7. An XP-less Roleplaying Alternative
From: Jenette Downing
The following house rules were made for the Palladium
Fantasy 2nd Edition RPG after an evening spent trying to
brainstorm a viable alternative to the xp system. With a
little effort, the following rules could be adapted to other
RPGs as well.
Increasing Skills
Every time a character uses a skill to perform a task of
moderate or higher difficulty, or assists in the performing
of said task (simple ones are just easy routine work),
players place a small x next to the skill. The x equals
1/10th (rounding all fractions to the nearest whole) of the
skill. After the adventure, a player rolls 1d4 (+IQ bonus)
and adds the result to the skill, finally erasing the x
marks and starting over.
Increasing Hit Points
After a physically demanding adventure I tell the players to
add an x next to their hit points box, and sometimes next to
a physical attribute that has been used regularly. Once the
number of x's reaches 1/10th of maximum hit points, they
roll 1D6 and add the result to their maximum hit points (or
one point to the physical attribute). They then erase the
marks and start again.
Improving Spells
A simple way to award new spells without xp is to turn spell
studies into a daily activity for spellcasters. The player
makes a decipher magic roll at the end of every day of
study, adding an x next to a chosen spell every time a
successful roll is made. Once the x marks equal twice the
level of the spell, the character has learned the spell.
Higher level spells should impose a penalty to the roll for
lower-level casters.
Studying
If a character wants to improve skill x, has the time and
money, and can find a tutor, every 5-10 full days spent
training/practicing increases the skill by 1d4 + IQ bonus.
Physical attributes are increased by one in this manner, and
every 5-10 days in arcane study might equal one more
powerful spell, or perhaps a couple lower level spells. A
new skill could be learned starting at 10+2d6% (great for
picking up an extra skill you just didn't think of). Combat
proficiency increases to the next level of expertise in said
field.
To avoid abuse of this system, training should be expensive,
and suitable trainers should be hard to find. This training
also takes a great deal of time, and players are often more
interested in building a reputation and destroying foes than
in downtime.
In testing, this system resulted in lots of player
cooperation and ingenuity, as well as enthusiasm from all
players to attempt different tasks. It may not be for
everyone, but it is a fresh approach and encourages focus on
the story versus the numbers game of the xp system.
These suggestions are just ideas to improve your gaming
experience. There's no perfect method to rewarding xp, save
one: the way your gaming group finds the most fun and
enjoyable.
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Warhammer: Realms of Sorcery
This massive volume offers unprecedented detail on all
things magical in the Empire, from the history of the Orders
of Magic to the lives of Witches and Hedge Wizards. Though
distrusted, reviled, and even feared, Wizards have proved
time and again to be capable allies in the ongoing struggle
against Chaos. In revealing all the secrets about the
Colleges of Magic, this sourcebook serves as an invaluable
resource for those seeking the paths of wizardry or for
those looking to acquire the tools needed to defeat them.
- Scores of new spells for each Wind of Magic
- Exhaustive information on all the Colleges of Magic
- Details on Dark Magic and its practitioners, including new
careers
- Expanded Tzeentch's Curse
- Arcane Marks for the Magisters of the Magical Orders
- New rules for rituals, potions, and familiars
- New magic items including the Black Skull of the Caliph
- Exciting new guidelines for mastering Runemagic
- An extensive overview describing the nature of magic.
- Details on the role magic plays in the Empire
- A complete adventure by T.S. Luikart, A Brutal Finish.
Warhammer: Realms of Sorcery at RPG Shop