Ah Aerth. In merry ol' Angland, King Ithwyrd lies old and feeble on his bed in Lyndon-Upon-Tems. Despite this all is well. The succession is assured and the land prospers. But something is coming that has not been seen since before the fall of the last dragon for it is... the season of the mist.
Moderator: Mint
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Woe
- Posts: 3953
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Mon Mar 09, 2015 1:37 pm
Taxes are taxes, no matter how you disguise it.
10% tithes is a 10% income tax. The rest of the party may skip out on it, but E. is a cluelessly happy, pious country girl who always puts in generously when the collection plate comes around (@#$* character background!). I'm trying to decide whether E. should put in an additional 10%, or whether her 10% is mandatory and the rest of them can opt out and go to a Bad Place when you die.

You tell me. Paladins have a mandatory 10% tithing already. Should she tithe 10% or 20%? I can play either way.
As for sales tax, I have no concerns if that 9% is baked into the merchant's price not mine. It could become a pain when we start selling treasure though.
Freya HP 24/24 AC 16 (17 two weapons)
Kilian HP 20/20 AC 19 (18 no shield)
Talin HP 29 AC 16
Tiana HP 11 AC 12 SP 8/8
Fido HP 9/9 AC 16
Anna HP 12/12 AC 15 (19 defensively)
Bruce HP 20/20 AC 16 (15 no shield)
Red Oak map
Red Oak loot
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Mint
- Posts: 862
- Joined: Thu Jul 17, 2014 6:20 am
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Mon Mar 09, 2015 1:42 pm
black1blade wrote:But yeah, I don't mind too much. Would it be okay for me to wear armour (a chain shirt) but then have to take it off so I can cast spells? The idea is bump up my Ac until I get to level 2 then become just spell caster.
The magic users in the game can hash out what options (for each section that has more than one option pick only one) they agree to use from the magic options supplement. If no decision is made by mid-day on Tuesday 10th. then I will make the ruling.
Note this however. Allowing liberal use of supplements really only means more color in the campaign. No matter which options are chosen it is up to me, as GM, to make the campaign fun and challenging. The stronger and more flexible a character is the stronger and more flexible parameters will be thrown into the mix by myself.
I tend to enjoy giving out good things to characters but I don't do monty haul.
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Mint
- Posts: 862
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Mon Mar 09, 2015 1:46 pm
Woe wrote:Taxes are taxes, no matter how you disguise it.
10% tithes is a 10% income tax. The rest of the party may skip out on it, but E. is a cluelessly happy, pious country girl who always puts in generously when the collection plate comes around (@#$* character background!). I'm trying to decide whether E. should put in an additional 10%, or whether her 10% is mandatory and the rest of them can opt out and go to a Bad Place when you die.

You tell me. Paladins have a mandatory 10% tithing already. Should she tithe 10% or 20%? I can play either way.
As for sales tax, I have no concerns if that 9% is baked into the merchant's price not mine. It could become a pain when we start selling treasure though.
Just 10%. Paladins are obligated by honor and devotion to pay that amount. Others are
asked to. Of course one could say that it is all to the good of all the Anglish because who knows when they might find themselves dangling by their fingernails from a cliff face in an earthquake.
Tax on treasure may be a pain but hey...the treasure came
mostly free.

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black1blade
- Posts: 570
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Mon Mar 09, 2015 1:53 pm
Honestly, I don't want any of the rules in magic user options supplement apart from bonus spells per level. I would like floating disc too but I can deal with just the current light spell. How long would it take to take off chain mail?
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Mint
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Mon Mar 09, 2015 2:02 pm
black1blade wrote:Honestly, I don't want any of the rules in magic user options supplement apart from bonus spells per level. I would like floating disc too but I can deal with just the current light spell. How long would it take to take off chain mail?
The only realistic way for me to answer that is to say that if the party is surprised you would probably not have time to get it off so you could get a spell off in a hurry. Each situation will be different. As your character gets more experienced with combat situations then he will be more likely to learn to get the armor off in a hurry. On the other hand it's also not unreasonable to assume that any armor could be taken off in relatively short order under calm unhurried conditions. Armorers were smart chaps and nobles (for which the stuff was really made) didn't have, shall we say, a lot of patience for things and people that inconvenienced them.
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artikid
- Posts: 327
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- Location: Enna, Italy
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Tue Mar 10, 2015 8:42 am
black1blade wrote:Honestly, I don't want any of the rules in magic user options supplement apart from bonus spells per level. I would like floating disc too but I can deal with just the current light spell. How long would it take to take off chain mail?
I don't like that supplement very much myself.
However if you'd like to introduce bonus spells I'm willing to agree if Mint's ok.
@Mint: I noticed I didn't include the spellbook in my equipment, I'll be doing so while making a slight revision to my equipment.
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SmootRK
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- Location: Colorado Springs, CO
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Tue Mar 10, 2015 9:01 am
artikid wrote:black1blade wrote:Honestly, I don't want any of the rules in magic user options supplement apart from bonus spells per level. I would like floating disc too but I can deal with just the current light spell. How long would it take to take off chain mail?
I don't like that supplement very much myself.
However if you'd like to introduce bonus spells I'm willing to agree if Mint's ok.
@Mint: I noticed I didn't include the spellbook in my equipment, I'll be doing so while making a slight revision to my equipment.
Bonus spells are indeed very welcome. Especially for clerics/druids that do not get any 1st level spells at level one. I have treated the level one spell allotment as "zero" first level spells, so that bonus spells can actually factor in and become available at first level (ie. 0 + bonus spells = how many spells can be cast)... but that is my personal method in dealing with the "no spells at first level" thing with clerics.
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artikid
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Tue Mar 10, 2015 9:05 am
SmootRK wrote:
Bonus spells are indeed very welcome. Especially for clerics/druids that do not get any 1st level spells at level one. I have treated the level one spell allotment as "zero" first level spells, so that bonus spells can actually factor in and become available at first level (ie. 0 + bonus spells = how many spells can be cast)... but that is my personal method in dealing with the "no spells at first level" thing with clerics.
Ooops I had forgotten we have another spellcaster, sorry SmootRK.
FWIW (since Mint is allowing us to express preferences on optional rules) I'm ok with this, but I think this really is one of the grey areas in the rules that's up to the DM to clarify.
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artikid
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Tue Mar 10, 2015 9:27 am
@Mint: made last minute fixes to character.
I added the spellbook
I added the bonus spell to my spel casting ability
I swapped my short sword for a spear
I changed short bow specialization to spear specialization
I made my background slightly less "dramatic-traumatic"
I think I'm done unless you'd like something changed or my fellow players have requests/suggestions for the sake of the party
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Mint
- Posts: 862
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Tue Mar 10, 2015 10:54 am
artikid wrote:@Mint: made last minute fixes to character.
I added the spellbook
I added the bonus spell to my spel casting ability
I swapped my short sword for a spear
I changed short bow specialization to spear specialization
I made my background slightly less "dramatic-traumatic"
I think I'm done unless you'd like something changed or my fellow players have requests/suggestions for the sake of the party
Thanks artikid!
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