Steve Jackson Games - Site Navigation
Home General Info Follow Us Search Illuminator Store Forums What's New Other Games Ogre GURPS Munchkin Our Games: Home

Go Back   Steve Jackson Games Forums > Roleplaying > Dungeon Fantasy Roleplaying Game

 
 
Thread Tools Display Modes
Prev Previous Post   Next Post Next
Old 08-25-2024, 11:46 AM   #12
Dalin
 
Join Date: Dec 2009
Location: Saint Paul, MN
Default Re: Warlock Knight: A new solo adventure for the DFRPG launches Aug 29

Quote:
Originally Posted by restlessgriffin View Post
Saethor's Bane also focused on the martial characters. Where are the magic characters? This is rather problematic. Fantasy should have magic and players want to have magic users available as an option. Why was this choice made? I'm already doing the martial character thing to SB. When do we get to see the Smart Delvers?
Anything beyond combat magic requires a game master because there are just too many possibilities. It would be possible to do a solo where a wizard was not much more than a reskinned scout shooting fireballs instead of arrows, but I'm not sure that would really scratch the itch.

I've GMed Saethor's Bane for two different groups with Smart Delvers (wizards, cleric, druid, and bard) and it worked just fine. It definitely needed a human though, though, to adjudicate the interesting things the PCs tried to use magic to accomplish.
Dalin is offline   Reply With Quote
 

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Fnords are Off
[IMG] code is Off
HTML code is Off

Forum Jump


All times are GMT -6. The time now is 11:06 AM.


Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2024, vBulletin Solutions, Inc.