Review: Dragon Warriors Book 2: The Way of Wizadry

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Thaluikhain
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Review: Dragon Warriors Book 2: The Way of Wizadry

Post by Thaluikhain »

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The second Dragon Warriors book, "The Way of Wizardry" is, as the name suggest, about Wizardry, in the form of Sorcerers, Mystics, magic stuff and two sample adventurers that are fairly wizardry. I do like a straightforwards and descriptive name.

Chapter One
This is fairly introductory stuff, dealing with magical combat, spell duration and how Sorcerers and Mystics are different from Knights and Barbarians. Notably, that short adventurers favour the former, but longer ones favour the latter once all the magic is used up. So, tweak the adventure by dialing up or down the number of zombies you have to get through before reaching the end boss, I guess.

Also, there are two main ways you can zap people with spells. You have Direct Attack, in which case you are attacking directly, and it's a roll under your Magical Attack minus their Magical Defence on 2d10. The other way is Indirect Attack, in which case you aren't casting at them per se, they are just in the way of the jet of flame or whatever you've just created, so their innate magicalness doesn't matter, it's how fast they can duck. Indirect Attack spells have a set Speed, while Direct Attack is based on the caster's stats, so varies depending on Rank and Characteristics and so on.

Chapter Two
This deals with Sorcerers, which are conventional wizards. Their non-magic stats are unimpressive, being the same as a standard human, but with 1d6+4 HP rather than 1d6+3. They also take combat penalties and risk miscasting spells for wearing armour heavier than Hardened Leather (AF2). They don't start with armour, though. They do start with either a Staff or a Shortsword. The Shortsword is better in all respects, so I guess the Staff is just in case you want to look more wizardy. You also get 2 potions from the Master Sorcerer that trained you, which apparently is a tradition.

You also get 4 Magic Points to start with, and usually another 4 (sometimes only 2 or 3) when you go up a Rank. You can cast any spell whose Level isn't higher than your Rank, and it costs its Level in Magic Points (normally). There are 6 spells per Level (presumably to allow miscasts to pick a random spell on a d6 of the same level) and 10 Levels, so 60 in all.

I won't be going over all 60, but some highlights include:

Dragonbreath, the level one attack spell, Speed of 12 (so you need 9 or less to hit another average Rank 1 Sorcerer or a normal human, not great) and does 1d6+6 HP damage, minus Armour Factor, if any. A Rank 1 Sorcerer has 1d6+4 HP (+1 when they reach 2nd rank, 4th, 6th etc), a human 1d6+3. So one spell that hits would ruin your entire day.

Lesser Healing, the level one healing spell, gives someone 2 HP back. So one spell would not really unruin your day very much.

Inflict Wound, the level two attack spell, your Magical Attack against their Magical Defense, 5 HP damage, armour doesn't help. Is this better than two Dragonbreaths? I'm tempted to say no just because the description just says "inflicts a 5 HP wound", which is rather uninteresting as spell descriptions go and has a bland name.

Tangleroots, the level two "vines/roots/creepers/things grab your legs" spell that every magic system seems to end up with. it says it immobilizes the target, but they can cut, tear or bite their way out (and there's rules and number for that), so only partially immobilized. The spell description says that it's commonly used to stop things chasing you, or to stop them evading another spell. But it totally fails to gives rules for this. You could argue that it means you can't Evade and so are automatically hit, or that it reduces your Evasion to 0, which is not the same thing. I'd also expect it should attack your Attack or Defence and maybe your Reflexes, but nope, no rules for that.

Wolfcall, the level three summon animals spell. Cast it, and 2-12 rounds later, a wolf turns up. One wolf is not terribly impressive, and you have to sit around until it turns up.

Shadowbolt, the level four attack spell. Speed 14 and 2d6+10 (minus armour) damage. Only slightly faster than Dragonbreath, but PCs only get +1 Evasion at 5th and 9th rank. Again, can easily ruin someone's entire day if they are 4th Rank or less.

From level five onwards, you get insta-kill (or equivalent) Direct Attack spells. Do you need a level 5 spell that banishes someone to limbo and another level 5 spell that turns someone to stone? Followed by a level 6 spell that makes someone's heart explode? Ok, you can put some differences in range, number of targets, and not having your heart explode still gives you nasty chest pains if the spell doesn't kill you, but there's not really that far you can go from "the target is removed from play.

Sword of Damocles, the level six attack spell. Notable because it doesn't have to go off at once, you can choose a trigger condition and the thing hangs around until it's set off. Allowing Sorcerers to enforce their will on others when not around.

Astral Gate, the level eight travel spell. Doesn't expire by itself, but there's a 1 in 6 chance of it expiring every time someone goes through it, which seems likely to split the party in a really annoying way.

Rune, the level eight Explosive Rune spell. Only, instead of a set amount of damage, you cast whatever other spell you want into it, which gives you more options there. Only one per Sorcerer at a time.

Animate Bones, the level nine necromancy spell. There's a level five one as well, which gives you 1d6 temporary zombies, this one gives you one permanent skeleton, but it only works if you've personally killed the body yourself. One permanent skeleton at a time, and having to kill your own ingredients means you're not so likely to get skeleton armies, but gives something to guard the Sorcerer's tower.

Battlemaster, the level nine summoning spell. Notable in that it doesn't summon a Battlemaster, it summons the Battlemaster, there's only one of them, but "he exists on many planes simultaneously" so he can be summoned more than once at the same time. Could have just as easily have said there are lots of identical Battlemasters and you get one of them, not sure the point of that description.

Raise Fog, the level nine raise fog spell. Level nine? You can make people's hearts explode from level six.

60 is not a massive amount of spells, but there seems to be a reasonable selection. Nothing jumps out as being game-breaking, and there's some nice toys to play with, though there's also some filler.

Sorcerers also make magic thingies, from Rank four they can create magic scrolls. Each scroll uses 2 Magic Points which the Sorcerer can't recover until the scroll is cast. They can start potions from Rank 6, but they don't get the full lists until they reach Rank 10. They can start on talismans from Rank eight. Though, people start throwing around spells to make your heart explode at Rank 6 and the Raise Dead spell (or the potion that does the same) is only available at Rank 10. So, good luck actually surviving long enough for those rules to apply.
Last edited by Thaluikhain on Thu Apr 25, 2019 11:24 am, edited 1 time in total.
Thaluikhain
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Post by Thaluikhain »

Chapter Three

This deals with Mystics, who are more psychic than magic, and presumably would sit around in caves in the desolate middle of nowhere contemplating the universe and enlightenment when not adventuring. They have better combat stats than sorcerors, can use (and start out with) Ring Mail armour (AF3) without combat penalties, start with a Sword or a Staff (take the Sword) and also get a bow, which is nice. They don't miscast for wearing heavier armour, but wearing any kind of magic armour interferes with "the Force" (as they put it) and can stop spells from going off.

Instead of magic points, each time they cast a spell, they roll 1d20. If that is more than their Rank minus the spell Level plus 13, the spell goes off but they get fatigued and can't cast anything until dawn the next day. So, if you're an 8th Rank Mystic, casting a Level 1 spell can ruin your entire day. Or a 1st Rank Mystic can cast the Level 1 healing spell all day.

That always seemed a hard nope for me. But if you're not me (admittedly most people aren't) and still wanted to play a Mystic, they have 9 Levels of spells, with 4 each for 36....just more than half of what the Sorcerors get. They get a lot of "The Mystic gains the ability to" type spells, a lot based around finding things, not being found and outdoor skills. Spells for helping the Mystic hurt things, not so much for hurting things (but a couple of those).

Mystics also can enchant weapons and armour. This begins with +1 stuff at Rank 4, which is not very high, but takes 100 days (or just 25 for an arrow or quarrel). Doing this for profit is totally against the Mystic way and you should totally not do that. You also start off with a 40% chance that your item is "flawed" and evil. No rules for that, but it gives examples of weapons killing the wrong person and armour making you stumble into the path of a Firestorm spell. Seems a bit odd that Mystics are the ones to enchant armour, given that they don't want to wear enchanted armour. Though, the other option is for Sorcerors and they like heavy armour even less than Mystics.

They also get a Sixth Sense (sensing danger), and a Seventh as well (sensing thinking creatures). Lots of people have six senses, but being explicitly stated to have seven senses is a bit more unusual.

I want to like the Mystic, being a cool wise hermit type (that goes to taverns to look for jobs involving killing monsters, I guess), but the Psychic Fatigue thing kills it for me.

Chapter Four
This deals with treasure, how it's what most adventures are adventuring for, what sort of haul you'd get after killing specific creatures, a note that they might not be carrying their cash on them but would likely carry things that'd be useful (for not getting killed by adventurers, say).

It explicitly doesn't have any rules for trading magic items, stating there isn't a market for that sort of thing and transactions are rare. Which, ok, low magic setting, but...what's the 1,000-10,000 silver in a Good treasure for then? A Warhorse costs 2,500, true, but that's the most expensive thing you can buy (and you can't ride one unless you are a Barbarian or Knight). The second most expensive is Plate Armour at 800, and that's part of the starting equipment for Knights.

Chapter Five
This deals with all the magic stuff chapter four says you can't buy, but can find around, or make in the two chapters before that.

You have magic armour, weapons and shields, with bonuses up to +3. Armour gives you bonuses to your Armour Factor, shields to Defence, and weapons to your Attack, Defence, Armour Penetration and Damage. So, get a +1 Sword rather than a +1 Shield, it's much better.

You've got a list of potions, including the obvious ones like temporary bonuses to Strength, Reflexes or Psychic Talent, smoke bombs, fire resistance, healing and so on. A Healing potion works like a Greater Healing spell if you drink the whole thing, or Lesser Healing if you drink half. Don't know why he couldn't have just said 7 HP and 2 HP respectively.

I find the Virus Lunare a bit odd, if a sorcerer "administers" it to a person (is that orally or like a lotion?) and then kills them and cast Reanimate the Dead, they get a zombie servant. Ok, fair enough, you get to play with zombies, but on a more one-on-one basis rather than as armies. But you have to be Rank 10 to make the potion and it takes a month (though you can make more than one potion at a time). At Rank 9 you can get skeletons, and you can cast the spell to get one of those more than once a day, at a moment's notice. Zombies have more health than skeletons, but otherwise worse stats, wouldn't have thought they'd be worth the extra effort. As well as that, several times it says that this potion is really evil and that decent sorcerers would have nothing to do with it. But...skeletons and temporary zombies are fine?

There's also a bunch of amulets, talismans and rings, mostly fairly standard stuff to protect you from poison, heal faster, alert you to danger, zap people. Also one that contains "an outre entity of unguessable origin", and you can let it's eyes, hands or mouths out to follow you around and perform simple tasks. Which seems a bit out of place.

Less out of place are holy relics, which have random powers to protect you from undead or sorcery or goblin or elves or the like. Which it's fairly standard to hold up a bit of a saint to help fight undead, I like that elves and goblins are on the list as well, makes them different from just another person.
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angelfromanotherpin
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Post by angelfromanotherpin »

Psychic Fatigue is not uninteresting as a resource mechanic, and it definitely appeals to some people. I only ever saw people go either hyper-daring or hyper-conservative with it. If it was subjected to iterative-probability math, it could technically be 'fair' compared to the spell-point casters, but you would always get some outliers who burned out after one spell and felt really bad.

Also, I always thought that magic shields should have added to your otherwise 1-in-6 shield save.
Thaluikhain
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Post by Thaluikhain »

angelfromanotherpin wrote:Also, I always thought that magic shields should have added to your otherwise 1-in-6 shield save.
Yes...though not sure how you'd do it. If you just add your bonus to your 1 in 6 chance, if you get a +3 shield you're at 4 in 6 of not getting hit, which is a bit much. If you had a good way of rolling 1d5, perhaps a 1-in-(6-your magic bonus) chance would work, so at +3 you're 1-in-3.
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Post by Thaluikhain »

Chapter 6
This chapter presents 2 scenarios, IMHO superior to the one at the end of the previous book.

The first, A Shadow on the Mist starts with the PCs summoned to see Sir Beorn, and how they should know that this is A Big Deal. He offers them a job, to go to a spooky place called Hob's Dell that nobody else with go to. If they accept, he tells them a tax collector went missing on the road somewhere, carrying taxes and a sword Beorn was sending to his brother. He wants the taxes and especially the sword back and fails to mention that this is because he's part of a plot to kill the local baron and there's a secret compartment with a message implicating him in the sword. Because of this, Beorn's story is deliberately a bit inconsistent, but I don't know if this is something players are necessarily going to pick up on, as opposed to just shrugging it off as bad writing if they notice.

So, because of the plot against the baron, the PCs follow after a man the local peasants tell them has gone to a nearby barrow and has surely been killed by the monster living there. They've never actually been harmed by the monster, or even seen it, as it spends all of it's time at home, though sometimes creates illusions outside. Because of this, he's oddly popular with them. I always thought that was a nice touch, you've got people in the real world that like swapping ghost stories, here you've got a monster that does exist, but is every bit as harmless to people outside its home. They call the monster "Gardener Jack", and it can't get out of Hob's Dell as it's imprisoned by an iron fence on three sides and a river on the other.

There's two problems with the fence. Firstly, an iron fence would be really expensive for a Dark/Middle Age setting. Secondly, if the players take the chain off the gate and open it to get in, the magic imprisoning Gardener Jack won't work anymore. This is a long term bad thing, but not something PCs are going to know, and opening the gate is the obvious way of getting in.

Inside there's a path that you won't get lost if you stay on, but wandering around off the path is a bad idea because of the dense fog. There's the (now dead) tax collector, grasping the sword to draw attention to it, a few zombies, an elf who will try to trick you into walking across stepping stones across the river, (only some are illusionary) and some magic things scattered around.

And there's Gardener Jack, who has a nice backstory, but one the PCs are unlikely to hear about. He was the settings equivalent of a pre-Roman Briton king, who fought the invading Roman equivalents, and hated the invaders (and later settlers) so much he came back from the dead. So, old wight guy wanting to drive foreigners out of Britain, but was imprisoned some centuries back by a holy man who visited the area. This was because he can't be destroyed, if you kill him he'll eventually reform.

Once you get out again you run into Sir Beorn and need to kill him and/or get the sword message to the baron somehow.

I really liked the scenario, or rather, reading it as I've never played it. It does seem written with reading in mind, PCs are unlikely to find out the backstory, and the information isn't presented as an info-dump for the GM, it's spread out across the scenario more like a story. The bit with the message in the sword isn't really necessary for the scenario, but adds to it, the action is centred on Hob's Dell, and I think that part is quite evocative. I don't like the idea that the PCs will most likely set the monster loose by mistake, seems a bit unfair.

The next scenario Hunter's Moon was co-written by Robert Dale isn't as interesting, IMHO. Not bad, just not as good as A Shadow on the Mist. You're on a ship with the baron from the last scenario (either you are part of his retinue after revealing the plot, or as part of an ongoing plot to kill the baron or at least get blamed for things), there's a storm, you stop for repairs and there's some ruins nearby the baron tells you to check out.

Investigating the ruins, then run into a random old man giving away free exposition. It's not bad exposition, only that it's just fluff, being about why the place was built, by who, and how it got to be ruined. Doesn't help the PCs in any way to hear it. In the ruins are an obelisk, a temple, and a fortress. In the fortress you can find (amongst one or two other things) a magic drum which summons a longboat crewed by magic rowers to take you places. The rowers don't have stats, nor does the speed of the longboat, and there's not even a number given for them. So, could have done with some more numbers there.

The more interesting part of the ruins is the temple, guarded by dog statues that come to life and attack you if you get too close. Once you get past them, you find out that the place has been looted already (were the dogs on strike that day?). There's some bits the looters missed, so it's still worthwhile looking around. The description mentions smashed pottery, splintered wood and silver coins scattered on the ground. The latter sounding like treasure, might want to stick some numbers in for that. Of note is a room which has a locked chest in it, that has a trap that releases a snake when you touch it. Only, the trap is rusted and broken, the snake is long dead and the contents have decayed. So, there's no point saying all that, because the PCs just see a an old chest full of rotten rubbish.

Continuing through the temple, you get magically sent inside the obelisk outside, where there's a room with lots of chairs and a really big and complicated wargame being played on the floor. If you sit on a chair you are magically trapped and have to play the game until you win, which means rolls 3d12 and get equal or less than your Intelligence 10 times in a row. If you fail one roll, try again from the beginning tomorrow. Meanwhile, the owner of the place asks everyone else if they'll give him something fancy to let the trapped person go. The GM can suggest the Elvaron's magic sword from the next book if the PC's can't think of anything else he'd be interested in. The PC's not trapped go back to the baron's ship, and he takes half the treasure you've found due to being a baron.

Not a bad looking scenario, but not a great one either. The backstory and fluff is nice, but doesn't really matter at all, you could just have easily walked to the ruins from the nearest pub. I guess it has the advantage that it's generic enough to fit lots of campaigns, but there's also a minus there. Having a PC stuck until you finish the end of Book 3 doesn't seem like a good idea. Also Hunter's Moon? Where's the hunter, and what's with the moon?

And that's the book. Together with the first book, you have the core rules, the last book in the first trilogy has almost no new rules and just contains scenarios. A second trilogy was published the year after (1986) though.
Last edited by Thaluikhain on Thu Apr 25, 2019 2:38 pm, edited 1 time in total.
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