ShaperV
Experienced.
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- May 17, 2013
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Oh cool, I'm happy to see this got off the ground. I always tend to run quests I wish I could play in, so here goes:
The # of magics choice is an interesting one, because on the one hand multiple rolls gives us more chances to get something really cool like Flesh or Metamagic sorcery, but as we say in the last quest a character doesn't have time to develop more than one or two types of sorcery to any high level. So if we put too many points into magic we run the risk of wasting points on things we'll never have time to develop, while also shorting ourselves on stats.
As far as stat priority, since we've decided to go with a mage build obviously Soul is our primary stat. But Charm is also critical, because it's the base stat for all social interaction. Body and Mind would both be nice, but aren't critical - strong magic can substitute for Body in many cases, and good planning by the players can allow a character to be more clever than you'd normally expect based on his Mind score.
So for an initial build I'm going to suggest:
[X] +2 Soul, +2 Charm, +2 Magic
This puts our magical talent at the top end of what's normally possible for humans, and with two rolls for magic we're bound to get something we can build a powerful style on. In the long run we'd learn wizardry for maximum flexibility, but that will likely take a few years. In the short run having Charm 4 will make it much easier for us to recruit exceptional people, negotiate good alliances and defuse problems while we're working to develop our magic, which will make it a lot easier to get to the long run.
The # of magics choice is an interesting one, because on the one hand multiple rolls gives us more chances to get something really cool like Flesh or Metamagic sorcery, but as we say in the last quest a character doesn't have time to develop more than one or two types of sorcery to any high level. So if we put too many points into magic we run the risk of wasting points on things we'll never have time to develop, while also shorting ourselves on stats.
As far as stat priority, since we've decided to go with a mage build obviously Soul is our primary stat. But Charm is also critical, because it's the base stat for all social interaction. Body and Mind would both be nice, but aren't critical - strong magic can substitute for Body in many cases, and good planning by the players can allow a character to be more clever than you'd normally expect based on his Mind score.
So for an initial build I'm going to suggest:
[X] +2 Soul, +2 Charm, +2 Magic
This puts our magical talent at the top end of what's normally possible for humans, and with two rolls for magic we're bound to get something we can build a powerful style on. In the long run we'd learn wizardry for maximum flexibility, but that will likely take a few years. In the short run having Charm 4 will make it much easier for us to recruit exceptional people, negotiate good alliances and defuse problems while we're working to develop our magic, which will make it a lot easier to get to the long run.