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Sorry about the lack of detail in the previous post, lemme see if I can clarify some things. Appreciate the responses though!

The players managed to take over the monastery and they're about to explore the outer portions of Kelmarane, the areas outside of the battle market and the ruined church. The adventure hints that it should take more than one day to explore, as it describes the various things that happen on each day. How long do you think it should take to explore a ruined structure in the Ruins of Kelmarane.


Hey all, I know this is a dead forums, but I'm running the game for some friends.

We're on part three, handling the exploration of Kelmarane. I was wondering how you all handled time passing. To be more specific, how long does it take to travel between each location on the map, and handle the problems there?


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LadyWurm wrote:
Dispari Scuro wrote:
Sean K Reynolds wrote:
LadyWurm wrote:
Still no official comment on spontaneous spellcasting? :/
How do you think making this a limited-spells-known-with-spontaneous-caster improves it?
Just personal opinion, but I've always liked spontaneous better. I can just take the spells I like and not have to think about if I need one or three strong jaws for the day. I don't have to predict in advance how many cures I need. I can just use whatever I happen to need. It's significantly more convenient for a front-line combatant since I don't have to sigh because I didn't prepare enough buffs that day -- especially if I only have a limited number of spells to cast in a day. I'd much rather leave the situation and utility spells to someone with a larger spell list, like a wizard or cleric.
Exactly. We've got full-casters and big-blasters for that. Keep it focused and immediately useful. :)

Have to agree with this too. Not worrying about preparing individual spells would be nice. It's one of the reasons I adored the inquisitor class so much: I did not have to worry about if I had bless or cure light wounds prepared enough.