On Sun, 01 Oct 2000 22:06:37 -0000, " JEFFREY KYER" <jeff.kyer_at_aWKi-lnAQJP7xUmAfJxivLkLYCqodwUFlKbSRUrK1fC7OGZKm0w0wSCElI9VKrlHnJ.yahoo.invalid> wrote:
>> A simple restriction would be that every ability must be learned as
>a
>> separate feat from a separate teacher, like the Trickster Rune
>Spells
>
>That works well. I actually prefer this method -- if illusions were
>easy, everyone would be doing them.
Oh, I don't know, sewerage work isn't HARDER than gardening...
>The Tiger would be something like what is in Anaxial but there'd be
I'd still allow a variable resistance, and a limited set of abilities.
If all you can manage is Tiger 12(Claw & Bite^0, Large) -Resistance 15
- then you'll get a fairly poor tiger (defence in combat would be 9
I'd say, Claw & Bite -3), but at least you would HAVE a tiger, and
that would be rare enough!
>problems -- the restistance might be that critter's best trait.
>Hope this helps. Sorry for sounding huffy earlier.
No problem, I was thinking the same thing... The rules I started with
weren't meant to be complete, just a basic game mechanic. They always
needed extras added on. The same method could apply to Sorcerous
illusions. I'd imagine the basic Donadar set would be:
Illusion (Mood Lighting, Sound Effects, Disguise Self, Costume)
You could then cast Sound Effects 17(Thunder, Howling Wind) -
resistance 20 - and Mood Lighting 17 (Lightning, Gloom) - resistance
20 - for the Scottish Play (Ralian Play?).
Wulf
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