The resourceful Doyce Testerman has curated a Wiki page for consolidating various rules discussions and clarifications from numerous sources, primarily online interactions at the Forge. Visit the page here, as it serves as a comprehensive repository for exploring all the subtle nuances.
Don’t miss the forum discussion
Engage in ongoing conversations about Sorcerer in its dedicated forum at the Forge, the digital hub of Independent Role-playing. Some topics that have been elucidated include:
- Binding, Banishing, demon death, and master death
- Descriptors
- Sorcerer combat
- Why no mind control?
- When is a demon in Need?
- Commanding demons
- Sorcerer & Sword
- More about Sorcerer & Sword
- Taint and Mark
- Fast and Parasite Stamina
- Bonus dice for Humanity rolls
Although the Gaming Outpost Sorcerer forum is no longer active, it contains a wealth of valuable discussions worth perusing.
Dice mechanics and calculating victories
Referencing page 18 and page 92:
- Page 18 elucidates that when comparing rolls, the winner is determined by the highest individual die result.
- However, the example on page 92 appears to deviate from this principle, leading to confusion regarding the number of victories. It seems to be an oversight, and the correct interpretation should yield four victories for A, not one.
Regarding situations where conflicting parties have identical high dice results, such as:
- A: 10 10 4 4 2
- B: 10 10 A would prevail in this scenario, albeit by the narrowest margin conceivable. It’s akin to a tiebreaker situation, where A achieves success, albeit with minimal advantage, perhaps represented as “0 victories” for damage purposes.
Telltales
- Consistency: Telltales need not adhere to consistency unless customized accordingly, as detailed in Chapter Four.
- Obviousness: Telltales vary in their degree of obviousness. In some cases, a successful Lore roll unveils subtle details, while in others, it merely confirms knowledge within a sorcery-knowledgeable context.
Regarding the potential for mistaken identity arising from Telltales:
- Some Telltales may inadvertently lead to mistaken identity, particularly those conducive to misinterpretation in specific contexts.
Detecting demons via Telltales
Discrepancy noted between page 48 and page 102:
- The formula “10 – power” in the latter reference is deprecated and should be disregarded. The rules on page 48 accurately delineate the process for detecting demons via Telltales.
GM modifying demons
Clarification on page 92:
- The phrase “any die” should be interpreted as the lowest die result for clarity. This adjustment enhances comprehension of the rule’s intent.
Starving demons
Insight into the mechanics of starving demons:
- Unbound demons undergo a progressive reduction in power and stamina. Although their original power is utilized in the roll, the diminishing stamina necessitates easier rolls over time, thereby mitigating the pace of starvation.
Summoning demons
- Initial Humanity serves as the baseline for summoning demons, with characters rolling Will minus Humanity. Consequently, starting characters may find themselves with a minimal dice pool for summoning. Utilizing role-playing bonuses, ritual bonuses, and group sorcery can bolster the summoning potential, providing avenues for circumventing this initial limitation.
Please consult the source material for comprehensive elucidation and additional guidance on these matters.