some possibly obvious questions before my first session
Posted: Sun Nov 13, 2016 9:25 pm
Alright, so I just have a couple of questions. I'm about to run my first session in a couple of weeks and want to be prepared.
I don't quite get how the magic system works. I know about the random casting and those things but how clerics and wizards actually acquire spells is a bit of a mystery to me. Do they roll randomly unless they have a scroll or tome? Do they have to wait to find the spells? Does that only apply to wizards since clerics get theirs from their gods? Also does the mercurial magic apply to only wizards?
How do you handle equipment? I plan on playing a whole campaign with these characters and I know that magic items are supposed to be rare but is there a middle ground for not true magic items but things that still provide some smaller boost to keep rewarding players with small upgrades?
Are there some better rules for making sure that things are fairly well balanced? I know it's a little out of the spirit of the system and I'm all for letting my players <b>f*ck</b> up and get themselves killed but I'd like to know that I put a challenge in front of them is beatable. Or at the very least when something should be way too easy or way too hard.
Along with the last point. Does this system work in an extended campaign? Basically everything I find is for the funnel and levels like 1 and 2. I'm alright with creating my own stuff and improvising when I need to and I'll create my own dungeons but it's nice to have a starting point of here's about how things should run.
I keep reading that it's up to me as the judge and that's fine with me but I'm curious how other people have handled these things. I created a mini funnel for my girlfriend just to test things out and things ended up about the right difficulty with her not being able to see the whole dungeon and two of her four characters escaping after completing their mission with 1hp but it required a bit of on the fly adjustment from me. I didn't hold back or fudge numbers but I did adjust some encounters on the fly to make sure it was in the right difficulty.
I don't quite get how the magic system works. I know about the random casting and those things but how clerics and wizards actually acquire spells is a bit of a mystery to me. Do they roll randomly unless they have a scroll or tome? Do they have to wait to find the spells? Does that only apply to wizards since clerics get theirs from their gods? Also does the mercurial magic apply to only wizards?
How do you handle equipment? I plan on playing a whole campaign with these characters and I know that magic items are supposed to be rare but is there a middle ground for not true magic items but things that still provide some smaller boost to keep rewarding players with small upgrades?
Are there some better rules for making sure that things are fairly well balanced? I know it's a little out of the spirit of the system and I'm all for letting my players <b>f*ck</b> up and get themselves killed but I'd like to know that I put a challenge in front of them is beatable. Or at the very least when something should be way too easy or way too hard.
Along with the last point. Does this system work in an extended campaign? Basically everything I find is for the funnel and levels like 1 and 2. I'm alright with creating my own stuff and improvising when I need to and I'll create my own dungeons but it's nice to have a starting point of here's about how things should run.
I keep reading that it's up to me as the judge and that's fine with me but I'm curious how other people have handled these things. I created a mini funnel for my girlfriend just to test things out and things ended up about the right difficulty with her not being able to see the whole dungeon and two of her four characters escaping after completing their mission with 1hp but it required a bit of on the fly adjustment from me. I didn't hold back or fudge numbers but I did adjust some encounters on the fly to make sure it was in the right difficulty.