The Sorcerer Class

Homebrew Information - The Sorcerer Class


     AD&D 2nd Edition provides the basic classes necessary to get a game going, and includes a great selection of tools for spell-casters alike. Wizard, Specialist Wizards, and Wild Mages can each have their own impact on a game world and your campaigns, but can also be over played. The Sorcerer gives the player the ability to have the entire spell list at their finger tips, but will risk severe consequences should they over use their power. By allowing a player to play a more open ended spell-caster with risk, it can create a role-playing experience unique to your game.
   
The Sorcerer Class - Player Document will outline the basic understanding of how the new Sorcerer Class works, and its tweaked mechanics. A player will use this to help them during character creation and in play.

The Sorcerer Class - GM Tables will help determine the outcome of spells should the Sorcerer fail during spell casting. This should be kept hidden from your players, as the outcome could be nothing, or cause an effect to everyone.

Arcane Magic v. Divine Magic

     In AD&D 2nd Edition, when a wizard wakes up after a long rest they are required to study their spelltome to fix the magic they will be using for the day. When a priest wakes, they pray to their deities for the blessings they want, and fix their spells that way. What makes a wizard a wizard and a priest a priest though? Wizardly Priests and Priestly Wizards can interchange their spells between both. This is where confusion is most often times found, and it can be confusing for other players who are trying to understand mechanically why these characters can perform as such.
     It is important to define a clear line between the two, but understand how the mechanic works for characters who walk the line. The character does not get double the spellpoints to allocate, so how do you decide how much goes to each?
     What matters the most here is the source of where the power is coming. Arcane magic must come from some sort of store of arcana, some source that is on the same plane as the caster. It could be an item, a place, or even an event of some kind. In my own homebrew game world, I use what is called the Well of Magic. The Well of Magic is a source on my Prime Material that all arcane magic is sourced from. If your from the Prime Material, this is where you are drawing your magic.
     Divine magic is much different, in that the source of the power comes from a being, entity, or outsider. A priest who prays to this intelligent omniscient source is granted a very small portion of influence as asked for, and allows the priest to cast their prayed for spells.
     Should a player get to pick from both Arcane and Divine magics, they will use their maximum spell point allocation between the two, studying the spells they have access to, and praying for the blessings they desire. The primary difference between the two kinds of magic comes down to the source of where it is coming from.
     To conclude, Arcane Magic's source comes from a place or thing from the Prime Material, and Divine Magic comes from a being, entity, or outsider with influence outside of the Prime Material.

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The Art of Non-Combat Random Encounters

     Investigating the world and digging up every little bit of information can lead to a wide variety of situations. These circumstances can be anything, ranging from dangerous to mundane, but more often than not its completely random.
     Encounters can be planned of course, but that is a part of the narrative, or perhaps what your players have pushed for. What happens next in the over arching story is determined by how the group interacts with the world around them and is most often times pre-determined before your gaming session.
     It is the random encounter that can change the tide of the game, the strange predicament that can shift the mood or even make the over arching story of 'what is to come' a different experience. As a GM, those random encounters can be a very daunting task to undertake no matter how small. You can't plan for them, you can't know everything involved with them, and you certainly can't predict the outcome of them, because they should be just as random to you as your players.
     Combative random encounters could easily be rolled and planned out before you start. Having two or three waiting in the wings is always an option, and generating the theme of that encounter to tie into your current narrative is entirely up to you. In my opinion, these are generally the best encounters for players, because we all get to roll dice and feel the thrill of risk. This is also the part of the game that is the most exciting, and normally ends with a high amount of character experience and loot.
     The non-combat random encounter is where a masterful GM can generate a situation that the players can either role-play though, sidestep, or simply just experience. Some can lead to combat as well, giving players an opportunity to roll some dice. These encounters require a detailed understanding of a few key factors, and can be answered by simple questions;
  • Exactly where are your PCs when the encounter occurs? Think about the natural environment, the weather conditions, and the climate of the region. What time of the day is it? What are the stages of the heavenly bodies?
  • The types of others around, such as NPCs, monsters, and other groups of populous. Are you currently within a town or city? What could be occupying the area? Are there any calendar holidays being celebrated?
  • The primary senses; Sight, Sound, Touch, Taste, and Smell. Do any of these senses overpower another? Which is the first sense to become aware? Are any senses hindered or disabled?
     Every one of these factors are under your constant control, and need to be known before you start ANY random encounter. Knowing these key features can help you as a GM better lay out a situation while it is being presented.
     There are an infinite number of encounters you can create that are not combat oriented, and can be as small or large in scale as your want. Coming up with what happens though should always be random, and can be done by rolling on a pre-generated table. The encounters do not have to be detailed on your table however, and can be vaguely written to make them fit your current situation.

These Non-Combat Random Encounters Tables will help anyone get started on generating encounters at the table quickly, and will allow the GM to fill in the blanks to help fit the campaign or setting. While the tables themselves wont give you an entire picture of what the encounter will be, it will help get the ball rolling for what will happen.

     Random encounters are an important part of RPGs, and will give your world the feel of being real. Always keep your players thinking and feeling as if anything can happen! Just as in real life a mundane interaction, coincidence, or just something plain random can change the path of a character or result in dire circumstance. Make your players relate to their characters by providing them with the chaos of life.
     

RPM Zombicide Scenarios

Zombicide has been a favorite cooperative board game of ours for a while, and we have developed our own custom scenarios to share. Listed below you will find links to all of our custom games.
  • [Base Game] Sewer Escape| 6+ Characters | Difficulty - Hard | Est. Time 4 to 5 Hours     Sewer Escape Leads 6 Characters out of their city, with the only way out being through the sewers below. This is a Two-Part Mission, taking about 4 to 5 hours to complete from start to finish. The first part should only take 2 to 3 hours, so if time is short, you can record your characters in between and pick it back up another time.