6 more posts in this thread. [Missing image file: United Empire.jpg]
Why is making an "unoptimized" character such a stigma in D&D-style games? (More talking about pre-4e/Pathfinder)
With the various groups I've played these games with, if you're not good in combat, you're pretty much considered dead weight, no matter what your character concept is. Like, for example, if someone wanted to make a charismatic leader Fighter, with a high charisma and diplomacy ranks, sacrificing combat ability in the process. Such a character would be unheard of in these groups, as you're supposed to have 18 strength, 8 cha and int, and swinging something big every turn.
Whereas in Shadowrun I've had characters with no combat skills except for maybe a rank or two in Pistols, which isn't very significant compared to a character built for fighting, and if he's shooting his gun, something went wrong.
Query about Warhammer Fantasy magic
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I just got my hands on the "Realms of Sorcery" book for the 2nd edition of Warhammer Fantasy Roleplay, and I was wondering if folks could help me with a little problem I'm having with it?
In the new spells section, it divides each Lore into three spell lists; Elemental, Cardinal, and Mystical.
The thing is, I'm not really sure what unites these spell lists. Can anyone either give me an explanation as what defines a spell as an Elemental spell, a Cardinal spell or a Mystical spell, or point me towards the page in the book that explains the differences between the three "facets" of each Lore?