Roleplaying Tips Weekly E-Zine Issue #310
Airborne Minis Tips
Contents:
This Week's Tips Summarized
Airborne Minis Tips
- Bottle Caps & D&D Minis?
- Coffee Stir Sticks
- Use Dice Boxes
- Use A Strip Of Sheet Metal
- Craft A Magnetic Axel Stilt
- Use Pizza Centre Pieces
- Use Pill Bottles
- Use Clear PCV Pipe
- Create A Q-Tip Stand
- Use Star Wars Bottle Cap Minis
- Create Posts With Ballpoint Pens
- Use Two Bottle Caps And A Nail
- Use Magnetic, Stackable Miniature Markers
- Use Two Battlemaps For Normal and Elevated Views
- Use Snapple Lids
- Use Film Cannister Caps
- Conflict Chips
- Use Trimmed Water Bottles
Readers' Tips Summarized
- An Example Myth (D&D Related)
From: Todd C.
- Image Sources
From: Loz Newman
- Customizing Races (D&D)
From: Johan
- UseWeird News To Inspire Your Campaigns
From: Loz Newman
- ThePros And Cons Of House Rules
From: Mike Bourke
- Two Diceless Examples
From: Sean Murphy
- Rolemaster Initiative Tip
From: Dominique Michaud
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A Brief Word From Johnn
Most Important Session?
In an RPG blog entry about the Burning Wheel RPG, I read
this:
The most important session of your game is the character
burning session. The players (GM included in that) have to –
have to – create their characters together as a group. Doing
chargen as a group is really nice in other games, but it's
essential in Burning Wheel.
I don't play Burning Wheel (yet) so I don't know if this is
true, but it made me think of the RPGs I do play and ask:
What is the most important session? One could argue that
it's always the next session--gotta keep on gamin'. But, I
wonder if there is a certain type or kind of session that is
more important than any other. The first, the last, PC
creation and party formation, the campaign starter, the
villain killer?
What do you think?
Have a game-full week!
Cheers,
Johnn Four,
johnn@roleplayingtips.com
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Airborne Minis Tips
Last week I put are request in my Brief Word section for
ways to represent flying or climbing minis on battlemats.
Following is a surprising number of methods you smart folks
wrote in with. Hopefully, if you use minis, you find a
method below that works for you.
First, here is my initial request:
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0. Bottle Caps & D&D Minis?
I noticed recently that the standard medium-sized D&D minis
have round bases that fit perfectly within a beer bottle cap
(ahem). One of the challenges I'd like solved is three
dimensional representation when we use battlemats. We
currently put minis on a d6 to indicate they're airborne.
However, the d6 takes up the ground space on the battlemat,
so it's not optimal.
I'm wondering how I can use this most-amazing-discovery-
since-the-loofah to improve use of D&D minis? I thought of
gluing a dowel to the cap and you could just put the mini
inside the cap to get it up in the air. But, how do you
stabilize that?
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1. Coffee Stir Sticks
From: Aaron Chesny
Johnn,
Use 2 bottle caps: one for the airborne mini and one for the
ground mini. Then go to Starbucks and get yourself a mocha.
(Useful for late night game session too.) While you're
there, pick up a handful coffee stirring sticks--the wood
ones. Then, super-glue a couple of them to the outside of
each bottle cap. See attached drawing.

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2. Use Dice Boxes
From: Rasmus Nord J¿rgensen
Dear Johnn,
Thanks for a great e-zine. One solution to the airborne
minis problem is to use the transparent plastic cases that
dice-sets are often sold in. A human sized mini can usually
stand inside the case, and another one can stand on top of
it. Doesn't work with huge barbarians with greataxes lifted
high above their heads though.
[Johnn: here's an example box of the kind Rasmus mentions.]
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3. Use A Strip Of Sheet Metal
From: Jason Lord
To simulate airborne characters on a battlemat while still
leaving the space below free try this. Get a piece of thin
sheet metal from your local hardware store about 1" X 6".
Mark out 1" at each end and bend the metal so you have a
kind of elongated U shape. Turn it endwise so that one end
is on the battlemat and the other supports the mini 4"
above, and then you can still put a standard size mini in
between.
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4. Craft A Magnetic Axel Stilt
From: Mike Simon
Here's an idea.
What you'll need:
- Two bottle caps
- A small dowel or plastic rod
- Craft magnet sheet
- A square plastic dice or card container
- A rubber eraser, dry sponge, or something you can poke a
dowel in
- Model casting resin
- A small loop of Scotch Tape
- Krazy glue
Building it:
- First, cut the magnet into two circles the same size as the
base of your minis. Then determine which sides of the
magnets stick together. (This will be important for later.)
- Second, pour resin into one of the bottle caps and place it
carefully in the dice container.
- Push the dowel into the eraser and use it to suspend the
dowel in the center of the liquid resin in the bottle cap at
the bottom of the dice container.
- Wait until the resin hardens.
- Pull the eraser up and remove it from the end of the dowel.
- Remove the hardened resin disc from the bottle cap.
- Fill the second cap with resin.
- Tape the first resin disc with the dowel to the eraser.
- Suspend the eraser/disc/dowel over the center of the liquid.
- When the second disc of resin hardens, remove it from the
bottle cap and you'll now have an "axle".
- Now, go back to your magnets that are sticking to one
another and Krazy Glue one side to one of the ends of your
axel.
- When it dries, put some glue on the other side of your
magnetic discs (that are still stuck together) and then
place your mini on the top.
- Let it dry. Once dry, you should be able to pull the mini
and the base apart. This will leave a thin magnetic base on
your mini that will attach and stick to your magnetic axel
stilt.
- Paint the base as you like, or use a colored resin. Some
sanding may be required.
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5. Use Pizza Centre Pieces
From: Laura L (Michael Anderson and PatV also wrote in
with this tip)
Hi Johnn!
I haven't used bottle caps, but something I just thought of
while reading this is using the little sort of "barbie
tables" that come in pizza boxes to keep the top of the
pizza box from coming in contact with the pizza. They're on
a tripod, so don't really take up much space. I don't have
one handy, but I *think* they're tall enough for most minis
to fit under.
[Johnn: thanks for the tip Laura, Michael, and Pat. As it so
happens, we had pizza at Thursday's gaming session, and I
rescued the little tables. Unfortunately, they're a bit
short for many minis in my collection. However, I discovered
that the legs fit perfectly in narrow straws, raising the
tables to any height I want, and providing an easy, stable
base for minis to stand on, yet allowing minis to be placed
below without trouble. Sweet!]
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6. Use Pill Bottles
From: Brent Jans
Heya, Johnn! Just reading the latest issue, and I had a
possible solution to the bottle cap question. If you could
lay hands on either a large, clear, prescription pill
bottle, or a clear film container, you could glue that to
the other end of the dowel.
Then, if someone did move into the space directly below the
flying figure, the container could be placed over them and
people could still see where they are. Wouldn't work for
anything bigger than medium figures, but it's a thought.
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7. Use Clear PCV Pipe
From: Mike Bourke
Get some 1" diameter clear PCV pipe (the stiff stuff, not
the flexible) and cut it into strips of various lengths,
probably 1", 1.5", 2", 2.5", and 3". Put a colour-coded
sticker on the inside to indicate the height that each
represents as 5' heights (the usual battlemap scale).
Glue your bottle caps (hollow facing out) to the top. Do a
few from 1.5" diameter pipe as well. You should then have a
transparent platform upon which a mini can stand, and which
will fit over the top of most minis.
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8. Create A Q-Tip Stand
From: Andrew Marlowe
Two bottle caps? Glue one to the top to hold the mini, glue
one to the bottom to create a base. You may also may need
to glue something into the lower cap to weigh it down. Also
you might want to try 4 smaller dowels or maybe even the
plastic portion of a Q-Tip to allow another figure to sit
underneath.
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9. Use Star Wars Bottle Cap Minis
From: Russ M.
I had actually been considering something similar like this
idea for my Star Wars campaign. Awhile ago, when Episode 1
was on its big campaign blitz, many different advertisers
tried to get the hype up by creating cool, themed
collectibles with their products. One of these ideas was
figurines attached to a bottle cap, and yet another was
inlaid 3D "hologram" chips or disks in the bottle cap top.
Plastic soda bottle caps are the perfect size for miniature
tokens and fit well on a battlemat, though I don't know how
well they'd be on a hex grid. Probably similar.
Anyway, check eBay for figurines, and check outside the U.S.
for other corporate sponsors. Pepsi and Coke are good ones
to start with!
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10. Create Posts With Ballpoint Pens
From: Harlequin
You need four posts. The posts should be thin and strong and
about 2x the height of a standard mini (2 - 2.5 inches).
Possible posts are the thin ink tubes inside disposable ball
point pens (use empty ones :).
Glue the four posts around the circumference of the bottle
cap such that when the stand is placed on the map, each foot
comes down on the corner of a square. This way, you can fit
a mini underneath.
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11. Use Two Bottle Caps And A Nail
From: Bryan Barlow
Here's a thought. Try inserting a nail through the unprinted
side of one bottle cap. This will be the top. Push the nail
all the way through, up to the head of the nail.
Then push the nail into the printed side of another bottle
cap. This will be the bottom. Push the nail in no deeper
than the rim of the bottle cap.
You'll end up with something looking like an upended
barbell. Then, stand it upright with the bottom cap resting
on the table and set the miniature in the top cap. By using
different lengths of nails, you can get different heights.
Also, if you use thin brads (or even wire), and paint the
bottle caps black, the nail is less noticeable.
If you want to get really fancy, here are some other
finishing touches:
- Grind the tip of the nail flat after the device is
constructed so that it won't scratch the table top.
- Apply rubber sealant to the tip of the nail and/or the
bottle cap rims so as not to scratch your table or
miniatures.
- Glue, weld, or solder the device to assure that it will
last and not slide.
- If you want to get tricky, don't use the bottom cap, flip
the device upside down, glue a paper clip to the printed
side of another bottle cap (so that the clip protrudes by
about half past the rim of the cap), and wrap the clip
around the nail tightly so as to create an adjustable
platform for the mini to sit on.
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12. Use Magnetic, Stackable Miniature Markers
From: Chris J. Whitcomb
Not exactly bottle caps, but magnetic, stackable miniature
markers:
http://www.aleatools.com/Default.aspx
[Johnn: thanks Chris. Those things reminded me of poker
chips, so I grabbed one and noticed it covers a 10'x10' area
on my battlemat nicely. So, most of the bottle cap tips in
this issue could be used with poker chips as well!
In addition, I realized you could glue a poker chip to any
mini and turn it into a large scale mini (for D&D scale, at
least).]
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13. Use Two Battlemaps For Normal and Elevated Views
From: Tarl Gay
My group once discussed this same issue, and believe it or
not, we had the same theory about minis on wooden dowels. In
the end, we used 2 battle maps: one from an overhead view
showing normal movement, and one measured elevation from a
side view.
This actually made measuring area affect and ranges pretty
easy since you could plainly count the squares on both
battle maps and if your target was in range on both maps
then the attack or effect was successful.
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14. Use Snapple Lids
From: Galen
Johnn,
We use plastic bottle caps from Snap20 (by Snapple) water
bottles to represent airborne minis. The minis sit on top
nicely and the caps are clear, lending an air of realism.
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15. Use Film Cannister Caps
From: PatV.
We use colored 35mm film cannister caps for most
"conditions" (invisible, darkness, held, etc.)
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16. Conflict Chips
From: Johnn Four
I stumbled upon this web site recently. I haven't seen the
product firsthand, but it looks to have potential:
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17. Use Trimmed Water Bottles
From: Fed Blogs
Here's the perfect recipe for awesome airborne mini stands:
- Use any clear plastic water bottle
- Cut off the bottom to desired height
- Glue your bottle cap upside down to the bottle cap
Voila.
The bottle will fit over a mini of almost any size. Use
bottles of various widths to accommodate wider minis below,
or to place over a larger area of a battlemap scene. Cut
bottles to desired heights to represent altitude.
Also, you can fit smaller, shorter bottles within larger
bottles to stack airborne minis at different altitudes!
You can cut the top of the bottle off too, and glue
cardboard to it to give you a platform if you need a playing
area in the sky, at a different height, or whatever.
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Readers' Tips Of The Week:
1. An Example Myth (D&D Related)
From: Todd C.
re: Roleplaying Tips #309
Johnn,
I found the article by Jason Pasero on Myth interesting.
I've actually gone through the process of creating a new
myth for a homebrew world. I thought I'd share what I came
up with in case you found it interesting.
In my case, I had the following goals:
- Create a world where the divine powers were hands-off.
- Align the religion primarily on a good-evil axis, with
the evil having a law-chaos split.
- Establish a conflict between the evil powers where the NG
power actually comes into alliance with the LE power against
the CE power.
- Create a subjugated, CE religion that I could exploit for
plot purposes.
- Have good and evil created from the same essence (the
'Energy' in my case) as an extension of the concept of free
will. Yeah, really deep stuff.
[Keanu Reeve's voice]Whoa.[/Keanu Reeve's voice]
So here it is if interested.
Creation Myth of Aarde
[Excerpted from the Scrolls of Illumination]
The all began as nothing. In the void, The Light sparked
into being. It glowed brightly with the power of good.
Around The Light, the void receded and revealed an infinite
Energy charged with the power of creation. The Light took
the Energy and with it formed the stars in the sky and the
lands of Aarde. The Light shone upon Aarde and filled it
with warmth and life.
As The Light shone upon the lands of Aarde, it cast a shadow
over the Energy. Some of the Energy became bound to this
shadow and The Shadow became conscious. The Shadow wished to
see the illuminated face of Aarde, but could never exist in
the presence of The Light. The Shadow grew resentful of The
Light and was jealous of The Light's power over Aarde.
The Light, unaware of the existence of The Shadow, became
lonely and decided to use the Energy to seed Aarde with
life. The Shadow saw new life arising on Aarde and The
Shadow's jealousy of The Light became absolute. The Shadow
used the Energy bound to its form to corrupt some of the
life on Aarde.
As The Light watched life growing on Aarde, an awareness of
The Shadow's influence grew. The Light created beings from
its essence called Celestials and charged the Celestials to
search out the source of the corruption growing on Aarde. As
the Celestials ventured into the unlit areas of the Energy,
they encountered The Shadow. The Shadow became frightened
and believed that The Light had created the Celestials to
destroy it. To combat the Celestials, The Shadow divided its
essence into many Shadows and attacked the Celestials,
driving them back to The Light.
The Shadows and the Celestials fought for many years. These
battles extended to the lands of Aarde where elves fought
goblins and the dragons of light fought the dragons of
shadow. Gradually, the Celestials began to prevail over the
Shadows, but at a high cost to the lands of Aarde. Seeing
that eventual victory would equal the destruction of its
creation, The Light instructed the Celestials to make peace
with the Shadows.
Emissaries of the Shadows and Celestials met at the boundary
between Light and Shadow. The agreement struck allowed both
to exist in the Energy and to grant power to their followers
on Aarde, but neither could directly intervene in
terrestrial events unless the other side did first.
The Light was happy with the agreement as it would preserve
the life of Aarde.
Most of the Shadows were satisfied with the agreement as it
would preserve order and give them a chance to use their
terrestrial followers to dominate Aarde.
A small host of Shadow, known as the Fiends, were enraged by
the agreement. They would rather see Aarde destroyed than
surrender the fight against The Light. The Fiends harnessed
a portion of the Energy and rained fire down on Aarde,
shattering the lands and killing many who followed both The
Way of Light and The Path of Shadow.
Seeing their dire peril, both the Shadows and the Celestials
fought the Fiends and subdued them. The Light created a
crack at the boundary between Light and Shadow and filled it
with fire. The Celestials and Shadows cast the surviving
Fiends into the crack and The Light sealed it, trapping the
Fiends inside.
* * *
So, essentially, I have 4 religions in this world: The Way
of Light (NG), The Path of Shadow (LE), the Disciples of
Fire (CE), and nature/ancestor worship (N) (for druids and
primitive shamans/clerics). Keeps it pretty streamlined for
me and I don't have to worry about statting out any gods. I
can just use the celestials, devils, demons, etc. in the
Monster Manual for most of the 'divine NPC' interactions.
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2. Image Sources
From: Loz Newman
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3. Customizing Races (D&D)
From: Johan
Hi Johnn. A number of issues ago (over the span of two or
three issues, I think), you ran a bit on customizing common
races for your game.
While there was certainly a lot of very good information
there, I would like to submit that you don't have to go as
far as those articles suggested to get a new spin on a
common race.
In our group, we have a campaign that doesn't lend itself to
the gnome as described in the PHB. There isn't a lot of
arcane magic there, for one thing, and the gnome's usual
spell-like abilities are arcane based. I created for use in
that campaign what has come to be called the "Dale Gnome"
(but what I originally called the "Savage Gnome"). The
differences look like this:
Philosophy
The savage gnome is one that belongs in the wilderness,
surviving through craftiness and knowledge of the land.
These people are specifically wed to forested areas
(although you could make changes to suit any climate or
terrain).
In the world to which the savage gnome belongs, arcane magic
is rare. Because of this, some of the traditional gnome
racial benefits did not make sense. Specifically, a gnome's
ability to cast "Dancing Lights" or "Prestidigitation" once
per day.
These two elements, sewn together, led us to substitute the
three once-per-day 0-level arcane spells for three once-
per-day 0-level druid spells.
Specific Differences
Although this variant is similar to the traditional gnome,
the race has a few variations on that well-grown parent:
The traditional gnome has a racial benefit where it is
granted a +2 to saves versus Illusion. For the savage gnome,
this is modified to a +2 racial bonus on saves versus
Elemental-based magic (burning hands, lightning bolt...)
The TG gets +1 on their DC to Illusions cast.
The SG gets +1 DC to nature-based Domain spells cast.
This, I think, is a nice balance; for the TG, it assumes
that you're going to be able to cast arcane spells, and for
the SG it assumes that you're going to be able to cast
divine ones, although it would apply only to domain spells
(which, I think makes a lot of sense).
TG: Weapon Familiarity - Gnome Hooked Hammer
SG: Two-weapon Fighting (emphasis on surviving in a
hostile environment, basically swapping a feat for a feat)
TG: +1 Attack vs. Kobolds & Goblinoids
SG: +1 Attack vs. Orcs & Giantkin (they are far more
prevalent in this particular world; the specific beast
could be changed to suit any campaign)
TG: +2 Craft (Alchemy)
SG: +2 to Handle Animal
Spell-Like Abilities
TG: Speak w/ Animals 1/day (Burrowing)
SG: Speak w/ Animals 1/day (Canine)
My personal thinking on this is that you might be able to
choose what type of creature you could talk to 1/day:
Canine, Feline, Burrowing, Fish, Ovine, Equine...
TG: Dancing Lights 1/day
SG: 0-lvl Druid Spell 1/day (once chosen, can never change)
TG: Ghost Sound 1/day
SG: 0-lvl Druid Spell 1/day (once chosen, can never change)
TG: Prestidigitation 1/day
SG: 0-lvl Druid Spell 1/day (once chosen, can never change)
In all other aspects, the savage gnome is just like the
traditional gnome.
One of the things I like about this race is its flexibility.
Given, for instance, that you can decide before playing what
the Druid 0-lvl spell might be, every character can be a
little different than the next.
I would further submit that if you prefer the traditional
gnome, you would be able to choose the 0-lvl arcane spells
instead of taking the specified defaults in the PHB. You
could also decide what type of animal you want to speak to
1/day.
With this sort of "tweaking", you could modify an existing
race easily to suit a campaign, a terrain, or a player's
personal play style. While creating the religions, politics,
and all other ancillary background information that you
published is certainly a great undertaking, simple (and
slight) modifications are easy to implement and can add huge
variety (and personality) to any campaign.
I have been playing with one of these gnomes for a while
now, and I find that it fits very nicely into this
particular campaign setting.
Thanks for all the tips and the insight into how other folks
do things!
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4. Use Weird News To Inspire Your Campaigns
From: Loz Newman
Weird but true stuff. If your players ever have said
"That's not plausible!" use these weirdities in your
scenarios and you'll have the perfect defense....
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5. The Pros And Cons Of House Rules
From: Mike Bourke
House rules are as ubiquitous as they are contentious.
Everyone has their own ideas, but how do you judge whether
or not it's worth reinventing the wheel? Last year, I penned
a couple of Blog entries addressing this very subject that
the readers of Roleplaying Tips might find useful reference:
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6. Two Diceless Examples
From: Sean Murphy
re: Roleplaying Tips #302
A few months ago the gamers were getting restless and wanted
either to change campaigns or wanted something to jazz up
their current campaign. A few even suggested they should
depose their current GM (me!) and get a new one. When I saw
Issue #302 about "Why Go Diceless" I appreciated it, since
that was what I did for the final campaign mission I wrote.
Here's a couple examples from the partially diceless
campaign we played.
- Cool Diceless Enemies.
The campaign started with a raiding party of orcs and
goblins invading and burning villages. The catch was that
whenever you killed the orc or goblin they would quickly
resurrect and would become immune to whatever it was that
finally killed them (there were a lot of diceless rolls near
the end of the game for that; "I don't care if you have a
vorpal sword +5, it's immune to it!") Going diceless can
allow a GM to create a nearly unrealistic challenge. But
every unrealistic challenge has to have a way out or a weak
spot.
Which brings me to:
- A Diceless Mastermind Gets Killed.
To stop the orcs from transforming into something
unbeatable, the party had to stop the person who created the
super-orcs in the first place. By the time I released this
clue, the gamers were about ready to kill me...so I let
them. I introduced a mage into the mix who explained that
their problem was being caused by the person who had created
the campaign, called the GM. The "GM" was completely
invincible in their world, so to stop the orcs, the
characters had to travel to an alternate universe and kill
the GM. (If you think this sounds too far out, think of the
plot in the movie "Last Action Hero." That was where I got
my idea.)
This is a great example of how a partially to mostly
diceless campaign can be awesome....
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7. Rolemaster Initiative Tip
From: Dominique Michaud
I am a great fan of the Rolemaster system (those great
critical tables...) but as you surely know, the combat
system is very slow. In one of the Companion books of the
2nd edition, there was an alternative combat system where,
instead of rounds of 10 seconds, you function directly with
seconds. I don't know if other fans of Rolemaster use it,
but it enhanced our games.
Basically, you assign each type of action a certain amount
of time. For example, an attack lasts 8 seconds, drawing a
weapon 2 seconds, preparing a spell 9 seconds, casting the
spell 7 seconds. Moreover, this time can be modified by your
Quickness bonus (more or less) for physical actions, and by
Intuition (and/or Self-Discipline) for mental actions (like
spells). There is also a difference depending of the type of
weapon you are using (a staff is slower than a dagger).
You may think that the faster characters have an advantage,
but not that much, because it also applies for monsters too!
I remember one of our adventure partners being slow but very
effective with is Yrgaak (a huge, two-hand sword that
delivers two criticals at the same time). And my magician
was not left behind with her Elemental Summons, even if her
casting time was slower than that of the priest (because
magician spells are more destructive than priestly ones).
I don't know if that system is interesting for D&D players,
but it might be worth a try.
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religion, the larger world, character creation, magic,
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Keep the guide handy as a reference while you play in the
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