Home forum Help Search Login Register

Site Sections

User Info

Welcome, Guest. Please login or register.
Did you miss your activation email?
May 15, 2021, 12:02:27 AM

Login with username, password and session length

Recent Topics

Site Tips

Threads are marked read only when you open them, if you leave the site and come back later they will still be marked as new, so there is no need to read all threads at once.
Pages: [1]
Send this topic Print
Author Topic: Things that confuse.  (Read 4286 times)
0 Members and 1 Guest are viewing this topic.
Letum_13
Heepa-Heepa


Spell Energy / Taint +0/-0
Gender: Male
Posts: 5



« on: September 10, 2006, 06:00:47 PM »

So, my gaming group is getting anxious to play CoS but I'm still quite a newbie to DMing.  Iv read a decent bit of the campaign setting and am trouble finding some info.

Is there a common language?
How long for a NPC/PC to rise as one of the fell?
Do heroic paths that use SU abilities act the same way as spells?
How are spells sensed by the Legates?
I saw the list of restricted languages, what are the unrestricted languages?
Anyone have any useful tables they would like to mention ?
Logged
Dirigible
Administrator
*****

Spell Energy / Taint +13/-5
Gender: Male
Posts: 536


Oh, the humanity!


« Reply #1 on: September 10, 2006, 09:06:38 PM »

Quote
Is there a common language?
Yes and no.

Amongst the monsters of the Shadow, the simple language of Black Tongue is used to allow some degree of communication. Amongst humans and fey, the nearest thing to a common language is Trader's Tongue - which is pretty limited in its vocabulary, and probably growing rarer as the isolation of the Lst Age wears on.

Quote
How long for a NPC/PC to rise as one of the fell?
See page 343. 1d4 days, or instantly if you roll a natural 1 on the will save.

Quote
Do heroic paths that use SU abilities act the same way as spells?
I can't think of any HP's that grant SU abilities. The ones that grant spell-like abilities work like spells, however - except that they count as innate magic, and are harder for the enemy to detect.

Quote
How are spells sensed by the Legates?
They're not. Look up astiraxes, the legate's 'familiars' and read about their sense magic ability.

Quote
I saw the list of restricted languages, what are the unrestricted languages?
Well, if it's not on the restricted list, it must, by definition, be unrestricted Wink

Quote
Anyone have any useful tables they would like to mention ?
I find a cofee table very useful for resting things on - books, coffee cups, feet, etc.
Logged
Nifelhein
Administrator
*****

Spell Energy / Taint +22/-0
Gender: Male
Posts: 2,118


Whisper's Will


« Reply #2 on: September 10, 2006, 09:20:15 PM »

Adding to Dirigible's comments: for dwarves the common tongue is old dwarven, sicne clan language is the most commonly learned by them. The fell raising thing is not like that anymore, Dirigible said the 1st edition rule, in 2nd edition they factored in the lost, the new rule is in page 343, first column and reads 1d4 days or 10% chance of raising immediately, a 1 in the Will save gives a lost instead.

All heroic path abilities that mirror spell are innate abilities, spell-like abilities act like spells in that they can be disrupted and countered, supernatural ones can be dispelled, can't be disrupted and the like, these follow the standard rules for spell-like and supernatural abilities from the PHB, they jsut are innate.

Legates can detect magic only if they use a spell, it is not like he will be using it all the time, for that the astirax can sense channeled magic at all times, read carfully the ability on page 341.

Midnight languages are all in pages 160, 161 and 162 they are not all restricted, the ones that are restricted are noted on their own descriptions. For tables, try actions in combat from the PHB, very useful and always used.
Logged

"We cannot live only for ourselves. A thousand fibers connect us with our fellow men; and among those fibers, as sympathetic threads, our actions run as causes, and they come back to us as effects."
 - Attributed to Herman Melville.
Letum_13
Heepa-Heepa


Spell Energy / Taint +0/-0
Gender: Male
Posts: 5



« Reply #3 on: September 11, 2006, 12:16:11 AM »

Quote
I find a cofee table very useful for resting things on - books, coffee cups, feet, etc.
lol :p

Quote
Adding to Dirigible's comments: for dwarves the common tongue is old dwarven, sicne clan language is the most commonly learned by them. The fell raising thing is not like that anymore, Dirigible said the 1st edition rule, in 2nd edition they factored in the lost, the new rule is in page 343, first column and reads 1d4 days or 10% chance of raising immediately, a 1 in the Will save gives a lost instead.

All heroic path abilities that mirror spell are innate abilities, spell-like abilities act like spells in that they can be disrupted and countered, supernatural ones can be dispelled, can't be disrupted and the like, these follow the standard rules for spell-like and supernatural abilities from the PHB, they jsut are innate.

Legates can detect magic only if they use a spell, it is not like he will be using it all the time, for that the astirax can sense channeled magic at all times, read carfully the ability on page 341.

Midnight languages are all in pages 160, 161 and 162 they are not all restricted, the ones that are restricted are noted on their own descriptions. For tables, try actions in combat from the PHB, very useful and always used.

Thanks, guys that help alot.  Now that I go back and look at the book I see that I went right by those sections :p Im still not used to thinking like a DM that has to keep all these different factors in mind. 
Logged
Nifelhein
Administrator
*****

Spell Energy / Taint +22/-0
Gender: Male
Posts: 2,118


Whisper's Will


« Reply #4 on: September 11, 2006, 03:09:54 PM »

One advice is that when you go preparing a game session and read through a creature's entry, one that will be used on the game table, read its type changes in the Midnight 2nd edition book too, this helps put you into the DM mind. Wink

I kinda like to set my mind on the game for a few hours before it starts, I replay the situations and environments in ym head, review NPC traits, personality and background and quickly look through stats to check i know the info i should. You will never know everything, and that should not bother you, but as you go things will get more easily into your mind.
Logged
Dirigible
Administrator
*****

Spell Energy / Taint +13/-5
Gender: Male
Posts: 536


Oh, the humanity!


« Reply #5 on: September 11, 2006, 11:16:12 PM »

Heh, good catch, Nif. I should have checked if they'd changed the rules before opening my big trap Smiley
Logged
Nifelhein
Administrator
*****

Spell Energy / Taint +22/-0
Gender: Male
Posts: 2,118


Whisper's Will


« Reply #6 on: September 13, 2006, 06:42:05 AM »

No trouble, I know because, well, there was a lost born in my games after the game has changed, and a "good" one too, a dwarven lorekeeper slain right in front of the PC's eyes... twisted
Logged
Proteusz
Disembodied Spirits


Spell Energy / Taint +0/-0
Posts: 2


« Reply #7 on: September 14, 2006, 02:54:47 AM »

Hi, I am new to this forum and also have a question about Warrior's Way, wich was introduced in 2nd edition. Does it simply provide additional feats to those granted by fighter bonus feats, or just possible alternative feats to chose from when fighter bonus feat is acquired?
Logged
Nifelhein
Administrator
*****

Spell Energy / Taint +22/-0
Gender: Male
Posts: 2,118


Whisper's Will


« Reply #8 on: September 14, 2006, 06:42:33 AM »

Welcome to Against the Shadow, proteuz, Warrior's Way gives fighters another feat or bonus to make the class more roud, not only combatants, this is due to the fqact that Midnight places survival as an important aspect of the game, At 4th level the player chooses the path he wants his character to follow, and that cannot be changed, h then gains the bonuses from one of the paths at the listed levels, or chooses one of the feats.

He does not loose any of the usual bonus feats or class abilities ti get those of the warrior's way. May sound like much, but our experience with midnight has shown that a fighter from the core rules can only survive if he is a dwarf at a siege or an elf at the warfront, resistance fighters, the underdogs, that is where the core fighter can't survive for long, and then, that is why it got new things.
Logged
Pages: [1]
Send this topic Print
Against the Shadow  |  Forum  |  Midnight & RPGs  |  GM's Corner (Moderators: Bleak Knight, Glacialis)  |  Topic: Things that confuse.
Jump to:  

Powered by MySQL Powered by PHP Powered by SMF 1.1.21 | SMF © 2015, Simple Machines
AtS Dark Mercury design by Nifelhein, based on the Mercury theme by Bloc
Valid XHTML 1.0! Valid CSS!
Page created in 0.182 seconds with 28 queries.
TinyPortal © 2005-2011