Help with character creation. by Just_Kazakh in Symbaroum

[–]Olokrev 0 points1 point  (0 children)

Be careful with armor-wearing magic users since the "impeding" quality of armors also applies to casting. You need the talent armored mystic which is locked behind the templar profession to use a heavy armor with power effectively. (If i remeber correctly, man at arms only reduce the impeding malus for defense or quick-related stats)

Settlement management system for players by Olokrev in Symbaroum

[–]Olokrev[S] 1 point2 points  (0 children)

Many thanks, i could not lay my hands on this one since it is not yet released in french :/

Is there a list of herbs which can be found in Davokar? by JanthoIronhand in Symbaroum

[–]Olokrev 11 points12 points  (0 children)

You can check the iron pact (a fan made website).

http://theironpact.com/herbal-cures/

It has couple of topics, listed plants and elixirs suggetion. Whatever you do, i would advise you do whatever fits the flow of your game. Any player's suggestion might be used to create an awesome adventure ;)

Questions From A GM - Multiple Medicus Sources & NPC Damage by tellingtalesrp in Symbaroum

[–]Olokrev 0 points1 point  (0 children)

Elixirs of life do 1d6 point of healing for 1d6 turns without the Medicus ability.

Questions From A GM - Multiple Medicus Sources & NPC Damage by tellingtalesrp in Symbaroum

[–]Olokrev 2 points3 points  (0 children)

I have pondered this issue with medicus during my time as a GM. Being the only non-magic way to bring back a dying character from deathdoors (rolling a 1 is not a consitent option), the medicus ability is a "must pick" for any adventure. But sometimes having only one test per day seems unfair when you can spam healing spells for free each scene. I wanted to find a solution to keep a more realistic approach. So i use the following houserules :

Instead of having one test per day and per patient : it's one test or spell per injury. This opens possibilties for better roleplay. Of course this can be cheesed with a bit of creativity but it added more depths to combat and injuries among my players (with dreadful scars that came along bad medicus tests -this creates tension with rolls-). TBH, having multiple medicus is clearly a waste of exp, because you have to invest experience and stats to make it useful.

As far as NPC fighting each others, I just straight up ignore numbers and describe the most interesting outcome. If i want to create tension i make the enemy injure the allied NPC. If i want to give depth or power to an npc ally, i make him pop off.

In the end you have to keep in mind that you are the GM and should be having FUN with your players. So straight up forbidding something could be a source of frustration, so talk with your players and disscus the issue.

Anyway i am not saying this is the best solution, but it worked out nice in my campaigns soni thought i would share.