NeilFord wrote:Having checked my draft, both the "skill" system and the sanity rules take up less than a page and can be easily ignored. They aren't key to the game, though I do like the idea of there being consequences to using black magic.
The Red Priest wrote:Sanity rules. Wisdom is used as a measure of mental stability. This system is used for both taking mental damage for witnessing horror and for magicians casting Black Magic. I like the addition of Sanity rules, but I wouldn't make it nearly as important as it is in CoC. The mind of an S&S citizen should be more accepting of the WeIrD than say an early 20th century shopkeeper. Also, I wouldn't make it contingent solely on Wisdom, I'd probably make it some function of Wisdom, Constitution (healthy body = healthy mind) and Charisma (it affects confidence in oneself)[/list]
The Red Priest wrote:Cons:
No Turning the Undead either as a class ability or spell. Necromancers are all S&S, baby, and if they can't control undead, then who can? It doesn't have to be an innate ability, as in turn undead, but there definitely needs to be some controlling undead spells.
The Red Priest wrote:A simple skill system based off the Saving Throw number. Used for class skills (such as the thieves skills and barbarians abilities) and other skills that the character may have picked up along the way. Codified skill systems just are not D&D. A distinguishing feature of D&D, is that it's about spot rules. There are other games that use skill systems .. go play them.
The Red Priest wrote:Otherwise than just the two points I mentioned as problem areas (which could probably easily be house-ruled), this looks like it could be a solid effort.
NeilFord wrote:One good point is that D101 have a good relationship with a number of UK stores, so this might even make it in to retail, which would be goos for S&W in general.
Newt wrote:Even though player characters can be morally dubious and have Black Magic spells that create and control Undead, hence fullfiling the Necromancy element of S&S stories, I didn't want the power of Turning Undead in the players hands diminishing the effectiveness of the Undead NPC Necromancers are a different story, they can control undead till the cows come home and don't need any in game rules to tell them that they can.
Newt wrote:Well I've not got any NPC only classes currently, I was thinking of just having a quick rule that NPC Necromancers/Black Magicians can automatically control/command undead. However there is always the Necromancer class in White Dwarf Articles III begging to be plundered
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