wand/staff
Scott Adams
longshot at DARKTECH.ORG
Thu Mar 8 05:54:20 CET 2001
At 10:14 AM 3/5/01 +0100, you wrote:
>It seems everyone has gone into hibernation.
So busy..so busy..hope to do a game update in a day or two...(I promoise)
>
>My question for the list members is: How do you handle the wand and staff
>issue?
>For TWO mana points the staff increases the succes chance of a spell by its
>MEL. For ONE mana point the wand increases the EL of the spell by its EL.
>
>At least that is what the rules say. (Those rules point to each other to
>the extreme btw.) Now the wand is extremely powerfull and cheap, the staff
>is more expensive and less powerfull. SOmething is not right here.
>
>Anyone used staffs/wands in their campaign and if so, how?
I have in the past and well we'll...well in a recent game as well :).
But I rarely do enemy users of them if its a user its a player or a high level
npc.
The thing is they are powerful as are Mana BAtteries but they can be broken
or destroyed fairly easy. Then theres having them lost or misplaced. So a GM
can counter the benefits with that effect. When you look at other universes
from
TV to books they aren't that popular. Most warlocks (like in the movies) use
talismans or such. I can only name one or two that ever used either including
of course tinker bell :).
Xian had a staff at one point but it would be easilly destroyed and hard to
replace
with time and such so he gave it up. It can create a crutch type player as
well
depending on a item rather than his/her own abilities.
Of course I favor the items when the campaign requires it like the players
will
need a Staff of Dividing to win a session. Then by all means. But in most
cases
I downgrade the stuff to a amulet or such.
Personally I prefer a simple war staff over a magic staff :)
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