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T O P I C    R E V I E W
ShadowJack Posted - 14 Sep 2005 : 13:02:40
I am sure some of you more wizened gamers, who started off way back with the red, basic D & D set, were like me. Namely, when you found out that Dwarf wizards were allowed in version 3.0, you were not sure whether this was good or not... Up to this point I have not allowed dwarven wizards in my campaign. (Of course, no one has asked either...) I must say though, that the article in CC3 has made me re-think all of my long held inhibitions. What a great article! This is the best explanations for the rules change I have ever read. Please let me know what you learned folks think.
5   L A T E S T    R E P L I E S    (Newest First)
hammer of Moradin Posted - 15 Sep 2005 : 15:24:23
quote:
Originally posted by Sir Luther Cromwell

What I especially agree with are the prefferences when it comes to specialist wizards. Dwarven Adjurers make sense, since one of Moradin's domains is indeed protection, and he is seen as this "all protecting father". Dwarven necromancers, as the compendium says, are non-sensical.

Albiet, I maintain that of all the races, the Dwarves are the most like the Amnish (and I don't mean people from Amn). So one can see where the intial lack of trust towards magic comes from, especially really questionable ones such as necromancy. (this is somewhat ironic because the Amnish that are actually from Amn don't like magic either).



Most of these just seem natural. I didn't go out on a limb here, however I did want to take each school and analyze them to see what fit based on the spells available vs. their usage for a race like the dwarves. Naturally, protection spells will still be a primary area they will explore since the hearth and home is still number one priority for the dwarf folk.
hammer of Moradin Posted - 15 Sep 2005 : 15:18:08
quote:
Originally posted by Wooly Rupert

The article did an excellent job covering the aspects and repercussions of the Thunder Blessing, too. And it was well-researched, too. I'd forgotten about the DragonMoot, because I'd not read thru Dwarves Deep since I got it several years ago. I had to pull it out to double-check that section while editing the article.




I've been looking for a reason to include the Moot in some article. This one just worked, and I may touch on it a bit in the next Compendium due to our theme Wooly. Talk about your research! The scribes have helped with some leads, but I need to go through every source so I don't miss something.
Of course all of our articles benefit from the discerning eye of our master editor. Who knew giant space hamsters had such a critical eye?
hammer of Moradin Posted - 15 Sep 2005 : 15:09:17
quote:
Originally posted by ShadowJack

I am sure some of you more wizened gamers, who started off way back with the red, basic D & D set, were like me. Namely, when you found out that Dwarf wizards were allowed in version 3.0, you were not sure whether this was good or not... Up to this point I have not allowed dwarven wizards in my campaign. (Of course, no one has asked either...) I must say though, that the article in CC3 has made me re-think all of my long held inhibitions. What a great article! This is the best explanations for the rules change I have ever read. Please let me know what you learned folks think.



While I embraced the concept of dwarves as wizards personally, at first, I needed more for myself in "in game" terms. Why are there now wizards?
Initially, I just was writing about the dwarves of the Thunder Blessing, and the reason for wizards in the Realms flowed from that naturally. Now I'm glad I explored that concept since it clarified a few things for myself.
Glad you liked it Shadowjack.
Sir Luther Cromwell Posted - 14 Sep 2005 : 21:51:20
What I especially agree with are the prefferences when it comes to specialist wizards. Dwarven Adjurers make sense, since one of Moradin's domains is indeed protection, and he is seen as this "all protecting father". Dwarven necromancers, as the compendium says, are non-sensical.

Albiet, I maintain that of all the races, the Dwarves are the most like the Amnish (and I don't mean people from Amn). So one can see where the intial lack of trust towards magic comes from, especially really questionable ones such as necromancy. (this is somewhat ironic because the Amnish that are actually from Amn don't like magic either).
Wooly Rupert Posted - 14 Sep 2005 : 17:14:17
I've always thought that the Thunder Blessing was a great explanation for the rise of arcane spellcasters among a once actively non-magical race.

The article did an excellent job covering the aspects and repercussions of the Thunder Blessing, too. And it was well-researched, too. I'd forgotten about the DragonMoot, because I'd not read thru Dwarves Deep since I got it several years ago. I had to pull it out to double-check that section while editing the article.

I know there's only been three of the "Hammer's Stroke" articles thus far... But I think this was the best of the lot.

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