Questions About Playing in Nolaria
Feb. 25, 2002
What rule system are you using?
Play in Nolaria started with the original three volume Dungeons and Dragons rules. This was
augmented with a considerable amount of material developed by the Dungeonmaster (Mark Norton)
and a wide circle of friends and players. Game play migrated to AD&D when it came out and much
later, was converted to AD&D2.
Supplemental material was collected into a Nolaria Player's Handbook under AD&D. When play
shifted to AD&D2, we started using the Erebus Player's Handbook written by Steve Boheim. The
Erebus handbook is largely a collection of essential playing aids plus our interpretations of
the AD&D2 rules.
What kind of combat system do you use?
We use a time tested combat system based on five second combat rounds divided into the following
phases:
- Movement
- Magic is Declared
- Primary Physical Attacks
- Magic takes Effect
- Secondary Physical Attacks
We do not use initiative rules, but do use both critical hits and weapon fumbles. Movement is
largely determined by kind of armor worn and Strength attribute. We do not use detailed
encomberance rules.
What kind of magic system do you use?
We use a modified version of the AD&D2 magic system. Wizards must memorize all spells that they
intend to use during the day. They may cast each spell once without error. They may attempt to
cast spells a second (third, etc.) by seeing if they klutz the spell. Once klutzed, that spell
cannot be used again until memorized the next day. Memorized spells may be changed, but it takes
a considerable amount of time (1 hour +). We do not use material components, in general.
Clerical magic is based on an Is-God-Listening roll defined in the Player's Handbook. As long as
this roll is successful, the priest may cast that spell on that day. Cures cannot be cast during
melee. Clerical spells once choosen cannot be easily changed. Clerical spells available to a
priest are determined by the spell spheres associated with his or her religion.
Player character psionics is not permitted at this time.
What kind of character can I play?
Most players choose to play one of the standard character classes: fighter, wizard, cleric, and
thief. There are other classes which players may run if they meet the characteristics defined
by the rules and have DM permission. Some other types of character currently in play include
mage specialists of various kinds, rangers, and bards. Split classes are discouraged.
Most characters are either human or elf. Dwarves are less common, but feasible. Other races
are possible, but difficult to play.
Can we use a Handbook (i.e. druid, ranger, thief) if we provide you copies of
the sections that we want to use?
Yes. Consider proficiencies and skills as well.
How do you do magic?
Mostly, I wave my fingers in the air and ... oh, you mean rules system. We use a
simple klutz system. First cast is free, then there is an increasing chance of
blowing the spell. If spell fails, there is a 5% chance it will re-bound on you,
otherwise, no effect. Resets with extended rest over night.
How does a Cleric get new spells?
Clerical magic is derrived from the god(s) associated with the religion practiced by the
character. Various rituals, praying, and meditation result in new clerical power in the
form of spells. In terms of game mechanics, when a priest advances in level, he or she
may select a spell from the AD&D2 Player's Handbook list of clerical spells according to
the spheres available for that religion. Spells outside of this list must be coordinated
with the DM.
How does a Mage get new spells?
Spells acquired by a mage are recorded in his books of magic. New spells encountered by a mage
need to be checked to see if the mage understands them (roll based on Intelligence and Spell Level).
If the mage can understand this spell, it is written into his books.
Initially, a mage learns spells from a teacher. Mages are often apprenticed in guilds or to an
older mage to learn the basics (reading magic, writing it down, handling scrolls and items, etc.).
At any time, a mage may attempt to learn a spell from another mage who is willing to teach it.
Spells may also be copied from another mage's books of magic, although most are unwilling to
share that kind of knowledge. Spells may be transcribed from a
Magic Scroll to his books of magic. This transfer requires the Write spell and destroys that spell
from the scroll in the process. Finally, spells may be researched. Researching existing spells
are easier than researching new ones. In either case, the mage needs access to both a library
and a laboratory. There are risks and costs involved.
How does a character get new skills or proficiencies?
Each character is allowed to study up to three skills at the same time. Certain skills require
considerable amount of time to learn. Most must be learned from another person who can teach it.
Once the additional skill points are acquired (by level advancement), and the skill is learned,
the character may include it as a known skill.
If my characters gets an unknown magic item, how can I figure out what it does?
Virtually all magic items can be determined as such by using the Detect Magic spell. Detect Magic
will sometimes give an idea of how powerful the item is based on the strength of the magic glow.
Once an item is known to be magic, two approaches can be taken.
The first approach is to try to use the item. Most magic items are fairly obvious in how they are
used: bracers are worn on the arms, swords are used to cut, etc. Some items require triggers or
controls which might be a gesture (point and squeeze the wand), a code phrase, a certain touch, etc.
The character can experiment with the unknown item and (in time) gradually come to understand what it
does. Naturally, there are dangers to this approach. Many items are protected, cursed, or non-obvious
in how they are used or oriented (oops, I guess the wand fires in the other direction).
The second approach is called Magic Item Analysis. Any mage with the Identify spell can attempt to
figure out what this item does and how it is used. More specialized knowledge, usually associated
with Diviners, can be used to determine precisely what this objects is and does, including how
many charges it might have. Usually, there are a few Diviners in major cities who will do this
kind of analysis for a fee. In most cases, they will be able to determine curses, traps, and pitfalls
of the devices in question.