If you're looking for a fun and exciting getaway close to Magic Springs, there are plenty of options to choose from. From thrilling theme parks to relaxing resorts, there's something for everyone in this area of Arkansas. One popular option is to stay at one of the many hotels near Magic Springs. These hotels offer convenient access to the park, allowing you to spend more time enjoying the rides and attractions. Plus, many hotels offer special packages that include discounted tickets to Magic Springs, making it even more affordable to visit. If you're looking to extend your stay and explore more of the area, there are several other attractions nearby.
Also, I think maybe it gives fungus as a locked tree? If I'm remembering that right it should give it as an unlocked tree since it doesn't work on non-wilders without it. Possibly it doesn't work without it at all. I don't know since I can't stand to play summoners and the other wilders have fungus naturally.
Pulling most of the mindpower multipliers out of the antimagic tree for pure skill scaling would probably help a lot in making it less of a shoe in for the robed mindpower classes and less useless for the warriors and rogues. Maybe I overlooked it in the manuals but, other than the mention of wishes which also aren t really explained so if someone could tell me more about them, thanks , there doesn t seem to be talk on how one can raise their ability scores.
If you're looking to extend your stay and explore more of the area, there are several other attractions nearby. One such attraction is Hot Springs National Park, which is just a short drive away from Magic Springs. This beautiful park offers hiking trails, hot springs, and stunning views of the surrounding area.
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Maybe I overlooked it in the manuals but, other than the mention of wishes(which also aren't really explained so if someone could tell me more about them, thanks), there doesn't seem to be talk on how one can raise their ability scores. I know they can be modified by items but are there other ways? The one in particular I'm wondering about is raising one's ability scores through leveling. Is that an option in AD&D or are ability scores only raised through item modifiers and wishes?
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Re: Raising ability scores
Post by LibraryOgre » Sun Jul 06, 2008 11:47 pm
2nd edition doesn't really get into raising ability scores; the DMG has a little bit about the wish aspect, but you can't really do it BtB.
I've considered using rules similar to the Cavalier from 1st edition's Unearthed Arcana. In my version, every character can raise 3 scores. They must include their prime requisites; otherwise, they can choose them. At 1st level, you roll % for each score you are improving. At each subsequent level, you get 2D10 points added to each attribute. You can continue up to your racial maximum.
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Re: Raising ability scores
Post by Matthew- » Sun Jul 06, 2008 11:49 pm
There is no option for doing that in Advanced Dungeons & Dragons; the Cavalier Class from 1e is the one exception, and generally thought to be a broken one at that. Magic Books, Wishes, and DM fiat are basically the only ways to increase them, though age categories also impact on Attributes.
Honestly, I think it would be a bad idea to link attribute scores to experience levels (indeed, I think it is a bad idea in D20).
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Elayne High Avatar of DragonsfootPosts: 797 Joined: Mon Mar 19, 2007 10:35 am
Re: Raising ability scores
Post by Elayne » Mon Jul 07, 2008 12:40 am
Age also caused some boost (and minuses) in ability score, in 2ed, btb. "Survival is its own reward"SBLaxman Greater Deity of Dragonsfoot
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Re: Raising ability scores
Post by SBLaxman » Mon Jul 07, 2008 2:37 am
There are the tombs (magical books that when read, can boost stats). Otherwise, wish, or nothing.
I've used the 3e +1/x ability adjustment for 2e, just modified.
a) You can't raise an ability over your racial max (18 for humans)
b) Prime requisite first, then by choice if PR is maxed.
c) Acquired at milestone (e.g. Major adventure arc completion), not at 4th/8th/etc level.. though it usually ends up roughly the same
That is all house-rule though, it's not btb at all
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Re: Raising ability scores
Post by Jorghnassen » Mon Jul 07, 2008 3:08 am
SBLaxman wrote: There are the tombs (magical books that when read, can boost stats). Otherwise, wish, or nothing.
You mean tomes (a book) not tombs (a coffin or final resting place). But you can only use them once (unless you're playing BG1 and restarting the adventure with the same character). Wishes can get you up a point at a time, up to 16 I think. Some magic items give you temporary boosts if you wear them, others may be more permanent (mixing potions has a small chance of doing that, though it's more likely to have other effects: if you get a spoon of mixing (from the Complete Wizard), you increase the chance of a positive or permanent effect).
Jack Daniel Avatar of DragonsfootPosts: 461 Joined: Wed Apr 04, 2007 5:05 pm
Re: Raising ability scores
Post by Jack Daniel » Mon Jul 07, 2008 3:29 am
I like to allow PCs to raise one ability score by one point (or exceptional Strength category, if applicable) at every seventh level above the 1st (so ability raises come at 8th, 15th, 22nd, and 29th levels). It gives the players some sense of inherent improvement, without ever unbalancing anything too much.
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Re: Raising ability scores
Post by SBLaxman » Mon Jul 07, 2008 4:02 am
Jorghnassen wrote:SBLaxman wrote: There are the tombs (magical books that when read, can boost stats). Otherwise, wish, or nothing.
You mean tomes (a book) not tombs Yup, bad misspelling there. thanks for the catch Gerard Lennor, 9th Level Druid (TN, Age 20, 5'10", 170 lbs) Ryan Site Demi-LichPosts: 979 Joined: Mon May 20, 2002 10:18 am Location: UK
Re: Raising ability scores
Post by Ryan » Mon Jul 07, 2008 10:23 am
I do something similar to jack. I generally start the player stats off lowish and give them another point to spend at 3rd,7th,13th and 21st. It gives an aging/skill increase representation and lets them get up to those heroic proportions at higher levels.
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Maliki Greater Deity of Dragonsfoot
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Re: Raising ability scores
Post by Maliki » Mon Jul 07, 2008 1:03 pm
As others have mentioned, the raising ability scores, at certain levels was a 3E mechanic. You could use that, or one of the house-ruled systems mentioned here. I don't see where it would cause any major problems to the game, and it does give the PCs a feeling of improvement, above advancing in levels.
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Re: Raising ability scores
Post by garhkal » Mon Jul 07, 2008 3:29 pm
The house rule i use for it is not a flat point/percent per level (or groups), but based on what you have spent. Each of the 6 stats has a corrisponding weapon (for the physical stats) or non weapon (for the other 3) proficiency tied to it. Each slot spent on that WP/NWP gives you 10% per level to that stat, and once you hit 100% you gain a full point. I allow 1 point above racial max with this, but it is on ONE stat that you specify when you start. no changing your mind.
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Re: Raising ability scores
Post by Nama-skar » Mon Jul 07, 2008 3:49 pm
Elayne wrote: Age also caused some boost (and minuses) in ability score, in 2ed, btb.I had forgotten about that little rule. I don't think I've ever been with a group that used it. There are some modules that gave a boost to a stat by some magical means and don't forget the Deck of Many Things- always a party favorite!
A DM we had with us a while back allowed for the chance of a stat gain. At each new level, 3d6 were rolled against the stat you wanted to raise. If you rolled higher than the stat, it went up 1 point. Could not roll if stat was 18 or higher.
Recently, I have been going with +1 to any stat at 4th, 8th, 12, etc.. but, never higher than racial max. unfortunately, we've not had a campaign last long enough for chars to get to 12th.
Toric Envoy of DragonsfootPosts: 170 Joined: Wed Sep 19, 2007 4:00 am
Re: Raising ability scores
Post by Toric » Tue Jul 08, 2008 10:22 am
In my new campaign that is starting up this Friday night, I'm not sure if I want to allow ability score increases at certain time or set levels. I'm certain my players would appreciate it but I'm not sure it feels right for AD&D. I have to consider this one carefully before I adopt something similar.
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Re: Raising ability scores
Post by BlackBat242 » Wed Jul 09, 2008 4:44 am
Here is something I am going to try:
Increasing Ability Scores
Background
While a Character’s ability scores are usually raised through Magic Items or Wishes, they can also be raised through training and the general growth one experiences during a lifetime of work, study, and adventuring.
To allow for this, a character may choose to divert some of the experience he/she has gained to increase ability scores, rather than to increase his/her level.
Conversion of Experience
All Abilities may be raised only one point at a time, but more than one Ability may be raised at the same time. However, the required X.P. must be spent for each Ability increased. there are no "package discounts".
Physical Abilities (Strength, Dexterity, Constitution) are raised at the following rate:
Initial increase = 1,000 Experience Points (X.P.)
2nd increase = 2,000 X.P.
3rd increase = 4,000 X.P.
4th increase = 12,000 X.P.
5th increase = 36,000 X.P.
6th increase = 72,000 X.P.
Exceptional Strength (% rating) raises are block by block as per the table in the PHB (roll for exact % number within the block).
Mental Abilities (Intelligence, Wisdom, Charisma) are raised at the following rate:
Initial increase = 2,000 Experience Points (X.P.)
2nd increase = 4,000 X.P.
3rd increase = 8,000 X.P.
4th increase = 24,000 X.P.
5th increase = 72,000 X.P.
6th increase = 144,000 X.P.
Note that such increases can only be accomplished instead of a level increase. the X.P. for the ability increase(s) are used first, and the level increase occurs only if sufficient X.P. remain.
No further ability increases may occur until sufficient X.P. are accumulated to reach the next level total.
Thus, a 2nd level Fighter who wishes to increase his Str from 15 to 16 must wait until sufficient X.P. are gained to reach or pass 4,000 (3rd level). At this time, 1,000 X.P. are subtracted, and applied to raise his Str. If sufficient X.P. are left to still total 4,000 or more, then his level may also be raised.
No further increases to any Ability may occur until the Fighter has accumulated X.P. to reach or pass 8,000 (4th level), when the same process may be used.
Increasing scores from 16 or higher costs twice the above cost, and racial maximums cannot be exceeded by this method.
A Limited Wish or Alter Reality [1st edition 7th level Illusionist] spell can only raise 1 ability score for a limited time. usually less than 24 hours for each spell.
A full Wish [spell, Magical Item, or Genie-kind] can only raise one ability at a time without adverse consequences. One Wish can raise any 1 score to 16 no matter what it was. If the ability is 16 or higher, then a Wish can only raise it 1 point (a strength score of 18 or 18 % is raised to the bottom of the next "block". 18>18/01, 18/45>18/51, etc. The maximum score attainable through this method is a 19.
To raise a score to 20 or higher, direct intervention of a Demi-God or higher is required.
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It's a great place to relax and unwind after a day at the park. For those who are looking for even more adventure, there are several other theme parks in the area. Magic Springs is actually located in Hot Springs, which is known as the "Spa City" and is home to several other attractions. One popular park is the Mid-America Science Museum, which offers interactive exhibits and hands-on activities for visitors of all ages. Another nearby attraction is Garvan Woodland Gardens, which is a botanical garden with stunning displays of flowers, plants, and trees. It's a great place to go for a peaceful stroll and enjoy the natural beauty of the area. Overall, whether you're looking for a thrilling day at Magic Springs or a relaxing getaway in Hot Springs, there are plenty of options to choose from. The area offers something for everyone, making it the perfect destination for a family vacation or a solo adventure. So pack your bags and get ready for a getaway close to Magic Springs!.
Reviews for "Unleash Your Inner Explorer at Magic Springs: A Magical Weekend Getaway"
1. Jessica - 2/5 stars
I was really disappointed with my experience at "Getaways close to magic springs". The accommodation was outdated and not very clean. The furniture was old and uncomfortable, and the linens and towels looked like they hadn't been washed properly. The bathroom had a weird smell that lingered throughout our stay. The location was also not as close to Magic Springs as advertised, making it inconvenient to get there. Overall, I would not recommend this place to anyone.
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This was by far the worst vacation rental experience I have ever had. The place was filthy when we arrived - there were stains on the carpet, dust everywhere, and even some trash left behind. The beds were uncomfortable, and the pillows were lumpy and old. The kitchen was barely stocked with the essentials, making it difficult to prepare meals. Additionally, the noise from adjoining units was unbearable. We couldn't get a good night's sleep throughout our stay. The only positive thing about this place was the proximity to Magic Springs, but it certainly didn't make up for the other issues we encountered. Save yourself the trouble and find a different accommodation.
3. Brian - 2/5 stars
I booked "Getaways close to magic springs" based on the pictures and description provided, but it was a complete letdown. The actual place looked nothing like the photos - it was run-down and in desperate need of renovation. The walls were thin, and we could hear every conversation and noise from neighboring units. The Internet connection was slow and unreliable, which made it difficult to work during our stay. The customer service was also lacking, as our complaints were not properly addressed. I would advise against staying here if you're looking for a comfortable and enjoyable vacation.