This article continues my thoughts on and adjustments I suggest to the characters presented as expansions to the Chronicles of Arax game system.
Part 1 covered the basic stats – the type of die rolled in skill checks
I’m now looking at the special skills and starting equipment together for each of the character choices, in their current state and my ‘final’ balanced state.
One thing that stood out was the Spell casting roles didn’t start with any spells to cast, so each gets a to learn one spell. Also though Arax doesn’t state it, I add that the Battle Wizard & and High Elf can NOT wear physical armour or use a shield.
So taking the Magic Users first, the other characters will follow in part 3
The High Elf
Probably the most powerful character in the original designed states – and sets ‘the bar’ for this review of all the characters.
The High Elf has highest effective ‘die total’ – So I suggest no changes to the total or the use of Magic Die for damage in physical combat.
The “Mana channeling” I leave as designed for regarding the option to take wounds to increase magic skill rolls (High Elf Blood Magic! – Earthdawn & Shadowrun)
For use of “Mana channeling” to heal wounds I add that the ability is ONLY available after an encounter in which the High Elf did not cast a spell or take a wound to increase any Magic Skill roll.
Starting Spell: Make 2 D10 rolls and choose ONE spell from the High Elf List.
Extra Option: If you roll doubles you may pick between the spell from the Battle Wizard List also, eg. if the 2 D10 are both 3 you may pick between Tremors (High Elf) or Forcefield (Battle Wizard)
Starting Equipment; No change to the Sword & 3 Healing Potions or the option to take 50gp, but note the High Elf does not wear physical Armour or use a shield.
The Battle Wizard
The characteristics die total is increased to 52 by the Augmented fighting ability, which also includes its own balancing effect of risking damage when using Magic Skill to fight. (A roll of 1 on the D8 causes a wound)
I make no change to either the characteristics total or the Augmented fighting ability.
Starting Spell: Make 2 D10 rolls and choose ONE spell from the Battle Wizard List.
Extra Option: If you roll doubles you may pick between the spell from the High Elf List also, eg. if the 2 D10 are both 6 you may pick between Healing Hands (Battle Wizard) or Fiery Aura (High Elf)
Starting Equipment; No change to the Staff & 2 Healing Potions and the Dispel Scroll or the option to take 50gp, but note the Battle Wizard does not wear physical Armour or use a shield.
Both the Battle Wizard & the High Elf advance as described in the designed state, getting a 2nd spell at Level 1 and their characteristics die increase as shown in the table.
Would love it if someone ran either the adjusted Battle Wizard or High Elf though the adventure in the rulebook – and let me know what you think…
- Part 3 The remaining 5 characters.
- Part 4 Original work – The Cleric.
Looking at the group as a whole many of the classic D&D ‘classes’ are present, yet the Cleric appears to be missing.