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Tales of Argosa looks kind of promising

Started by ForgottenF, July 04, 2024, 06:38:41 PM

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PencilBoy99

Quote from: ForgottenF on July 04, 2024, 06:38:41 PMCons:
--"Unique Features":
This is a "build your own class-feature" system, where players are encouraged to invent abilities and negotiate them with the DM. I get what they're going for, but man this seems like a nightmarishly bad idea. I know some people like homebrew, but it sounds like it's going to make for an infinite headache for the DM. There's a decent list of examples, but you would exhaust them quickly if you only used those.
--"Dark and Dangerous Magic": Another "if you cast spells you will mutate" System. I never like these. Just think this is way too severe of a punishment for playing one of the core classes in a game, and here it applies to clerics as well.  Plus, the system is set up so that every time you cast a spell and don't trigger this affect, the chances go up for future casts. Too many of the possible effects are either grossout mutations, things that will make playing the character less interesting (e.g. not being able to speak for 1d4 months), or be a hassle for the DM to track (e.g. all fires going out in your presence). On the plus side, some of the effects are more interesting, and I like there are separate d100 tables for clerics and wizards.

I would have to house rule these 2 before I ran the thing. I can't stand "sorcery mutates you" - it feels like a misreading of the Lankhmahr books. I'm fine with the "sorcery potentially bizarre horrible problem" - I think I'd probably steal the Psychic things from Dark Heresy 1e.

I'm less concerned about player abusing the feature (which would certainly happen) but me having to be a game designer - e.g., I allow some imbalanced thing, now later becomes a big thing I constantly have to work around, or nerf.

Venka

What are the elf rules?  We need a short elfxerpt if possible.