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Old October 19th, 2007
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NickMiddleton NickMiddleton is offline
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Location: City of the Sons of the Yew aka Eboracum
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Quote:
Originally Posted by Triff View Post
Hit locations are optional unfortunately, so does choseing to play with hit locations will have to calculate those for all enemies in future supplements probably.
Only those supplements that choose NOT to use that optional rule though...

Quote:
It's more like Stormbringer where locations are only rolled on a major hit. The magic systems will be psionics from elfquest, summonings from stormbringer & magic spells from magic world. They are not supposed to be used in the same setting though.
Err, IIRC the playtest manuscript had the SPELLS and brief notes on summoning from Stormbringer 5, the Magic from Magic World, A Psychic Powers system elaborated from ElfQuest, a mutations system elaborated from Hawkmoon and a Super Powers system, um, "rationalised" from Super World. And IIRC there were notes on how one as a GM MIGHT mix them (the "Opposed Powers of Different Types" section).

I certainly don't recall seeing any HUGE issues with using Sorcery and Magic (would still rather it was called Wizardry though... ) as alternative paths for magicians, and I think you could probably also have Mutation and Psychics in the same setting (Psychics might make life a bit awkward though). MY intuition is that the only one that won't "play nice" with the others is the Super Powers section, simply because it includes powers that duplicate their effects and role of the other powers, so the overlap would just be a mess.

Cheers,

Nick Middleton

Last edited by NickMiddleton; October 19th, 2007 at 22:46. Reason: typo's
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