New Crunch in Warring Kingdoms

Morgoth
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New Crunch in Warring Kingdoms

Postby Morgoth » Sun Aug 06, 2017 9:30 am

So what new crunch is there in Warring Kingdoms aside from what we saw in the previews? Could anyone make a list of the new Advantages, Disadvantages, Special Abilities and Spells?

I noted from the ToC preview there were 2 new Wizard professions belonging to 2 new Orders/Academy's; are they built on the same rules as the professions in the Core book or do they get something new? If it's the prior I don't really see what the point is of a Wizard joining an Academy or Order.

Finally, are the supplementary books from the Kickstarter worth getting; I can see the Armory would be a good addition for new weapons and stuff. What about the new adventure, and the other books? And does the armory have anything else aside from weapons and armor, such as adventuring equipment, something for wizards/witches/druids?

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Bosper
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Re: New Crunch in Warring Kingdoms

Postby Bosper » Mon Aug 07, 2017 4:23 pm

Morgoth wrote:
I noted from the ToC preview there were 2 new Wizard professions belonging to 2 new Orders/Academy's; are they built on the same rules as the professions in the Core book or do they get something new? If it's the prior I don't really see what the point is of a Wizard joining an Academy or Order.


The point is that you only can become a wizard in an order or academy. Private teachers are extremely rare and outside of guilds even rarer. Plus the choice in spells and abilities is way bigger in academies. private teachers only know about 12 spells, academies have libraries full of them, big funding for research and materials, political influence etc etc.
Guilds and academies also add protection, through special legal status. If you have a little accident while casting and the fire you caused harms a civilian , you are guilty of attempted murder. Everything a non guild spellcaster does is handled as done in full intend. And only guildmembers are allowed to charge money for their magical services.


Morgoth wrote: And does the armory have anything else aside from weapons and armor, such as adventuring equipment, something for wizards/witches/druids?

It adds some equipment and some more detailed rules about hitting different parts of the body. armorzones (having leather sleeves with a plate chest and chain leggings for example) and wear&tear of weapons and armor. plus weapons and armor getting advantages and disadvantages. A Warpick ignores some plate armor, but adds levels of exhaustion if you critically miss for example.

Morgoth
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Re: New Crunch in Warring Kingdoms

Postby Morgoth » Wed Aug 09, 2017 10:22 am

So how many new spells for Guild Mages in this book? How many for Druids and Witches?

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Bosper
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Re: New Crunch in Warring Kingdoms

Postby Bosper » Thu Aug 10, 2017 2:26 pm

A bit more than 35 spells and rituals.8 cantrips, some special abilities Divided between traditions, but the rituals mostly for druids of course. Some for more than one Tradition.

bluedragon7
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Re: New Crunch in Warring Kingdoms

Postby bluedragon7 » Thu Aug 10, 2017 5:01 pm

Bosper wrote:
The point is that you only can become a wizard in an order or academy. Private teachers are extremely rare and outside of guilds even rarer.

That is not really true
About a third of all mages were taught by a private teacher and not in an academy.
Actually outside of guilds the proportion would be even higher as there a few academies outside of the guilds, but quite a few private teachers never bother to formally bring their pupils into the guilds upon graduation.
Private teachers for magic are probably most common in the Lands of the Tulamids.

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HEX the Dark
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Re: New Crunch in Warring Kingdoms

Postby HEX the Dark » Mon Aug 14, 2017 8:07 am

Actually outside of guilds the proportion would be even higher as there a few academies outside of the guilds, but quite a few private teachers never bother to formally bring their pupils into the guilds upon graduation.


That's not quite true, I'd say it's the other way round. In the more civilized regions (aka, Middenrealm, Horasian Empire) you get in big trouble as an unlicensed mage - or at least, you don't get all the securities. And the guilds (all of them, that includes craftmens guilds, too) are very powerful and it really helps to be in one.

That aside, one of the reasons why most mages come from academy is simple: Money!
Private teachers, if you're not related to them or something, are really really expensive. On the other hand, if you're a poor farmers child but show good potential, an academy will most likely provide you with a scholarship - and your parents have one mouth less to feed...
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bluedragon7
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Re: New Crunch in Warring Kingdoms

Postby bluedragon7 » Tue Aug 15, 2017 7:53 pm

Private Teacher does not automatically result in a guild-less mage, that was not my statement. Most of the known official ones actually have a deal with an academy to enroll their pupils in the guild (only talking about mages here not any profane professions)
But most mages being academically trained only means 2/3 of them.
The number of academies (and their pupils) is (more or less) known and fixed in the background as is the statement about 1/3 of all mages being educated by a private teacher. So you could actually estimate the mages graduating each year.
Of the academies only a few are not part of any of the 3 guilds. I find it much more believable that of the vast number of private teachers required to make up a third of all new mages more than a few never bother to enroll their pupils in a guild.
Private teachers are also said to be more common outside the "civilised areas" where not being a member of a guild is less of a problem.
Just for thoughts: southern Aventuria has only 3 academies in total and the mid sized town of Kuslik has also 3. So there is a much higher need for private teachers in southern aventuria and of those a significant proportion will be guild less


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