This week I finally acquired all the original Advanced Fighting Fantasy books. I only ever had access to two of them in my childhood, so I'm very chuffed. Blacksand! especially is a really wonderful book.
I'm finding the rules a bit confusing, though - especially in Dungeoneer they don't seem to be laid out in a clear, organised fashion. In particular I can't seem to wrap my head around the way the Magic skill works. I understand you can apportion your Skill Points to it, and that for each Skill Point you apportion your Initial Skill drops by 1. And I understand that you can't start off with any spells that cost more than 4 Stamina. But what I don't get is how many spells you're allowed to start with. The sample hero the book describes has a Magic score of 9, and "can choose spells with a total Stamina Cost of 12 points." Why? Is the 12 Stamina point limit the same for everyone, or is that derived from his Magic score somehow?
If someone could clarify I'd appreciate it, as I've pawed through the book several times and can't see an explanation (which doesn't mean it isn't there... maybe I'm just missing something?).
Post by thealmightymudworm on Mar 13, 2020 23:55:24 GMT
*Goes on an actual dungeon-quest to disinter Dungeoneer and emerges blinking into the lightbulb-light*
I don't think it's too obscure is it? Assuming we're looking at the same edition, the Magic special skill section (p122 on) says "For every skill point put into Magic Skill, a Hero may choose to learn spells worth a total Stamina Cost of 3 points." (at the bottom of 123). 'Lucky' puts 4 points into Magic, so 4 x 3 = 12.
No, it's not! I had another look at the book just before bed last night and felt fairly foolish when I found that same section. I appreciate you risking life and limb to go through a dungeon for me yourself though, mudworm