It's certainly taken a while to get back to these musings, but my work schedule was disrupted this week and I had time to read up on some older rules. I bought a copy of Perilous Encounters last year from Nobel Knights. It is basically a D6 combat system where you reference some characteristics and determine what roll you need to beat to score a hit on your opponents forces. Typically either a 4,5, or 6 at the easiest up to just a 6 for the more difficult attacks. While it has a unit structure, the number of attack rolls depends on the number of figures in contact with the defenders and the weapons type. With some longer weapons the 2nd or even the third rank may get to engage as well. I haven't had a chance to try these rules out on the table yet. It seems that they will play something like a slightly looser version of Knights and Magick from Heritage.
What's piqued my interest initially though is the magic system. Spell casters contend for the control of the magical energies over the field of battle each turn. The winner rests control of the energies and can cast spells. The loser is out of luck. I haven't quite decided how it would work with more than one spell caster on a side, but with a single wizard in each force it works like this. They each have 8 points to divide between controlling the magic, and casting spells. The more of your points you put into controlling the magical energies, the less you can actually do with your remaining points. Depending on the difference in control points you use compared to the other magic user, you get a modifier to your die roll. Each magic user then rolls a die adds any modifiers and the winner gets to use his remaining points on spells. It seems like a really clever way to have magic in your games but not let it get overwhelming. I'm looking forward to trying it out.
These rules were originally published by Chaosium and were written by Stephen Lortz. Stephen was a sculptor and created miniatures for a number of early miniatures companies. I don't know if the current incarnation of Chaosium still has the rights to the rules, but I doubt that there is any profit to be made in re-releasing them. If you want to find a copy you will probably need to watch the secondary markets.
What's piqued my interest initially though is the magic system. Spell casters contend for the control of the magical energies over the field of battle each turn. The winner rests control of the energies and can cast spells. The loser is out of luck. I haven't quite decided how it would work with more than one spell caster on a side, but with a single wizard in each force it works like this. They each have 8 points to divide between controlling the magic, and casting spells. The more of your points you put into controlling the magical energies, the less you can actually do with your remaining points. Depending on the difference in control points you use compared to the other magic user, you get a modifier to your die roll. Each magic user then rolls a die adds any modifiers and the winner gets to use his remaining points on spells. It seems like a really clever way to have magic in your games but not let it get overwhelming. I'm looking forward to trying it out.
These rules were originally published by Chaosium and were written by Stephen Lortz. Stephen was a sculptor and created miniatures for a number of early miniatures companies. I don't know if the current incarnation of Chaosium still has the rights to the rules, but I doubt that there is any profit to be made in re-releasing them. If you want to find a copy you will probably need to watch the secondary markets.
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