Relay-Version: version B 2.10 5/3/83; site utzoo.UUCP Posting-Version: notesfiles Path: utzoo!watmath!clyde!akgua!sdcsvax!sdcrdcf!hplabs!hp-pcd!orstcs!hakanson From: hakanson@orstcs.UUCP Newsgroups: net.games.frp Subject: Re: MARVEL COMICS GREATIST MISTAKE Message-ID: <28500014@orstcs.UUCP> Date: Mon, 14-May-84 18:04:00 EDT Article-I.D.: orstcs.28500014 Posted: Mon May 14 18:04:00 1984 Date-Received: Thu, 31-May-84 19:30:48 EDT References: <1082@qubix.UUCP> Organization: Oregon State University - Corvallis, OR Lines: 52 Nf-ID: #R:qubix:-108200:orstcs:28500014:000:3104 Nf-From: orstcs!hakanson May 22 14:04:00 1984 I am not criticizing anyone, but I *am* offering another opinion: I for one have never played with a referee who ignored the casting times, ranges, or durations of AD&D spells. I would be extremely disappointed in a referee's competence if he/she ignored these rules, since these rules keep things from getting out of hand. For example, it's simply fair for it to take ten minutes to an hour to conjure an elemental. Now remember, I am no great fan of the AD&D system, as my previous articles have intimated. But I have had some terrific adventures in the system, and none of them depended on ignorance of these particular rules. However an example of a rule which *is* usually ignored is the use of dice to determine when in melee combat a character's attack "goes off." This is entirely too cumbersome and unrealistic -- the most workable method of AD&D melee combat I have seen is for the two opposing parties to each roll a d6 for initiative, the party having the highest roll going first in all their attacks. This streamlines the process of combat, seems very fair to all concerned, and has been extremely workable. Oh boy, here's another chance to spout off about Magic World. In a previous response, I gave a mini-review of this Chaosium Basic Role-Playing-based FRP game, in which I praised the combat and experience systems. Now, I will briefly describe the magic system. Instead of exhaustively listing all the possible spells as in AD&D, in MW they have a smaller number of basic spells, with new ones being invented occasionally. The notion of levels of spells is implemented by allowing any spell caster to specify (ahead of time) the number of levels of power (POW points) he/she will put into the spell. It takes a certain number (usually one) round per level to cast the spell, and duration is usually dependent on the energy expended. Each spell caster (and anyone can attempt to cast a spell) has a percentage chance to successfully cast each spell. As in weapon and other skills, the percentage can go up after an adventure in which the caster successfully uses the spell. Since all characters are limited in the amount of POW points they have (it's an attribute like Strength, Intelligence, etc.), the mage-type characters in the Magic World system need some advantage to make their abilities better than the ordinary run-of-the-mill character. This is done by allowing Mages to construct at great expense a staff which can store POW points, thus allowing them to cast more levels of spells than the unaided spell caster. Mages usually get to start at a higher percentage on new spells than the non-mage character, as well, and I believe it is possible for them to increase their POW points by defeating opponents in what's called a "Power vs Power" situation (non-mages can increase POW in the same way). All in all, I find Magic World to be a very realistic and yet very playable FRP gaming system. Anyone else out there care to comment? Marion Hakanson CSnet: hakanson@oregon-state UUCP : {hp-pcd,tektronix}!orstcs!hakanson