And no crossbows, I assume. Dagger hurlers it is, then.Solomoriah wrote:My list for a magic-user supplement is much shorter. For sure:
- Add clubs and staves, but no slings. Seriously, have you ever TRIED to hit anything with a sling? I might consider darts, but of course I'd have to add them to the game first.
- Bonus spells for intelligence.
- Saving throw bonus (would have to evaluate this carefully)
Maybe:
- artikid's armor rule
The saving throw bonus was just something to make high Intelligence more desirable for the MU, which the bonus spells would do well enough. Maybe there's no need for this.
I like artikid's armor rule just because it's interesting and it sounds like fun. I haven't really thought through it.
EDIT: Hm, I actually have tried to use a sling, and you're right. On the other hand, I can't hit anything moving with a throwing knife, either. Darts could be interesting. I guess I'm thinking of missile weapons because club and staff don't represent any real improvement in the MU's capabilities. And maybe that's the point?
What about starting at max HP? Is that the kind of thing you'd include in a prescriptive supplement?

