Editing Midnight: the Shadow Killers player Andrew

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===Possible Solution: Quest Learning===
 
===Possible Solution: Quest Learning===
 
This is from the Sorcery and Shadow book.  An alternative to just "finding" spells.  We could use this as a base direction to avoid you "needing" to find a teacher all the time.  Here's the explanation text.  I'd be willing to listen to your new ideas for adventuring to learn new techniques... Check it out.
 
This is from the Sorcery and Shadow book.  An alternative to just "finding" spells.  We could use this as a base direction to avoid you "needing" to find a teacher all the time.  Here's the explanation text.  I'd be willing to listen to your new ideas for adventuring to learn new techniques... Check it out.
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*  One way PC spellcasters learn new spells is through experimentation. As suggested in the MIDNIGHT campaign sourcebook (page 75), experimentation can involve a quest for the arcane knowledge behind a new spell. Gaining new spells through adventuring replaces the dry behind-the-scenes element of playing a wizard and replaces it with an exciting mission for the whole party. Plus, the experience PCs gain on the journey helps to pay the XP cost of learning the spell through experimentation. Questing for spells can blur the line between being taught and spontaneously experimenting. Several of these sample quests suggest that spirits or ghosts teach new spells to PCs; the DM can interpret this language any way he likes and charge the questing spellcaster the rates of whatever method best corresponds to the manner in which the new spell was learned, be it taught or discovered. At the same time, the DM might design the adventure so that the XP and treasure the character would have received amounts to about what it would cost to learn her desired spell. This puts less emphasis on a specific learning process and makes discovering new spells a heroic act—spells therefore become another tangible reward for a successful adventure.
  
One way PC spellcasters learn new spells is through experimentation. As suggested in the MIDNIGHT campaign sourcebook (page 75), experimentation can involve a quest for the arcane knowledge behind a new spell. Gaining new spells through adventuring replaces the dry behind-the-scenes element of playing a wizard and replaces it with an exciting mission for the whole party. Plus, the experience PCs gain on the journey helps to pay the XP cost of learning the spell through experimentation. Questing for spells can blur the line between being taught and spontaneously experimenting. Several of these sample quests suggest that spirits or ghosts teach new spells to PCs; the DM can interpret this language any way he likes and charge the questing spellcaster the rates of whatever method best corresponds to the manner in which the new spell was learned, be it taught or discovered. At the same time, the DM might design the adventure so that the XP and treasure the character would have received amounts to about what it would cost to learn her desired spell. This puts less emphasis on a specific learning process and makes discovering new spells a heroic act—spells therefore become another tangible reward for a successful adventure.
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: EXAMPLE: <br> '''Transmutation''' <br> SOME OF THE FISH IN THE EREN used to be gnomes. Find one that was and listen to its story. <br> THE CEMETARY TREES of the Autumn Valley in Erethor are said to be widowers grieving over the graves there. Find their faces and you’ll understand the magic that changed them.
  
EXAMPLE: <br> '''Transmutation''' <br> SOME OF THE FISH IN THE EREN used to be gnomes. Find one that was and listen to its story. <br> THE CEMETARY TREES of the Autumn Valley in Erethor are said to be widowers grieving over the graves there. Find their faces and you’ll understand the magic that changed them.
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: Specifically, the ones that interest me most are the '''Power Sunder''' and '''Lunging Cleave''' techniques (''Steel and Shadow'', pp. 17).  
  
 
===Durgaz's To-Do List===
 
===Durgaz's To-Do List===

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