I don't think you can cast spells in the same turn, though.
Which, of course, makes the concise casting comment seem unnecessary, so I don't know.
Search found 265 matches
- Sat Feb 16, 2019 10:18 pm
- Forum: Product Discussion
- Topic: Fourth Edition Errata, Clarifications, and FAQs
- Replies: 108
- Views: 22206
- Sat Feb 16, 2019 8:21 pm
- Forum: For Game Masters
- Topic: Under the Stars Postmortem
- Replies: 16
- Views: 1266
Had to postpone by 2 weeks, and then I waited a week to get the summary written. The Tunnel and the Infinite Cave postmortem I finally paid for a Roll20 subscription. I'd been using it and, mostly, drawing maps with lines and the like. Worked well, and I hunted around for good tokens to represent gu...
Finding themselves in a dark tunnel, knowing that deadly traps stand between them and the outside, what do the heroes do? The Tunnel and the Infinite Cave Also, I love my players. In the Infinite Cave section, they played along brilliantly. They rarely metagame, and it really adds to my fun. Also, a...
- Tue Feb 12, 2019 12:43 pm
- Forum: For Game Masters
- Topic: Monetary Rewards per Session
- Replies: 3
- Views: 105
The recent thread on economics has prompted me to finally ask this question. How much silver on average should be rewarded per adventure session? Josh Harrison has promised an article detailing this, but until that comes out, anyone have decent rules of thumb they use? I have no sense of the value o...
Quick update: players liked Guard Stance but agreed that the "rush by" option may overcomplicate things. The warrior almost used it, but he decided just straight attacking made more sense since he was fighting a bear.
Something that came up in a conversation with coworkers, one of which was my wizard player, was the idea of someone ignoring the guarding player. I think I'll add the option for the opponent to force past a guarding player, but the guard gets 1 standard action as a free action that can only be used ...
If you are going to bring in talent/skill ranks, it may be worth targeting the incoming attacker's Physical Defense with the Talent/Skill (this is how Acrobatic Defense & Maneuver work). The reason I brought in the Talent was to reflect different level of abilities for a given person to hold an are...
Figuring out how to control the field is a big issue with Earthdawn combat. There are area-denial spells, but how does a Warrior keep the bad guy from simply walking around them to go after the squishy in the rear? Or maybe there's an open book that's summoning a Horror directly behind the evil cult...