|
Post by CSP Kris on Nov 17, 2010 15:05:53 GMT
...That is also the write up i hope you will present us. ... I've PM'd you a link to two rough pdf's ...though admittedly it's not much EDIT: I've updated the first one 23/11/10
|
|
|
Post by vostromo on Mar 30, 2011 8:22:28 GMT
Hello.
First, just wanted to thank you for all the free resources on your site. For someone with limited time it has really helped.
I am planning an AoS game and i'm sure to have minor questions.
Todays is...
1. Can you wear armour and cast spells?
|
|
|
Post by CSP Kris on Mar 30, 2011 18:18:17 GMT
Thank you for checking out the site ...and welcome to the forum In answer to your question... 1) Yes, you can wear armour and cast spells without any sort of penalty or additional chance of failure (though you can of course decide to house-rule otherwise).
|
|
|
Post by vostromo on Mar 30, 2011 20:51:42 GMT
Thanks.
2nd question ;D
2. Do you have to "identify" magic items by use or lore or are they revealed to a character just by holding them?
|
|
|
Post by CSP Kris on Apr 1, 2011 10:50:37 GMT
2) Like a lot of things within the book, the way to handle something like this is largely left to the GM's discretion (and the type of game you want to play). If, for example, you and your players prefer to just know what an item does, then you could always just go that way. If you favour a lot of research (or even a quest) to unlock its secrets - then you could choose to go that route instead.
However, in the rulebook there is the (innate) Detect Magic spell and the (sorcery) Mystic Vision spell that will identify magical items to various degrees, and also the relevant magic skill (i.e. innate or sorcery).
But if we assume that the players simply come across a random item (rather than being gifted it, or already knowing some of its history/capabilities) you could also give the characters the opportunity to learn more about the item via various skill tests - with my own method of doing things detailed below...
For example, an enchanted elven dagger might require an easy (+25) Culture (elf) or Craft (weaponsmith) test to identify it as one of elvish design, and a critical success would probably reveal it to be something that is likely to carry an enchantment. If the weapon has a specific name/history/etc. then various culture or lore skills might also aid the character (with regard to some of its abilities ...at least in a descriptive sense). This information might then make the accompanying innate/sorcery test a little easier.
For example, a character that simply picks up a random item (magic or not) and attempts to 'see if it is magical' should probably be required make a difficult (-25) innate/sorcery roll (though I have to admit that I kind of dislike the "I found a ring? I put it on. I jump ...do I jump further? I sneak ...do I sneak quieter?" approach - but that's just me being me), whereas a character that knows it is an enchanted item (perhaps through the Detect Magic spell), and is aware of some of its history, might be given an easy (+25) chance of success.
|
|