I need to house rule a few multiple season activities. I just put some of them, I am sure some of them have been talked. I tried searching but i was lost in the mundane library searching forum.
1.- Reading from several "sources" in same season. You get XP depending on the lowest quality "source" you read on the season.
(In order to make this more "restrictive" the word "source" could be limited to "source of same type", "book", "trainer", "teacher" or whatever)
"Lets say you just need 1 XP to reach Rego 8 (i.e 7+7) and you read a 8q14 Rego book. You can only earn 1 XP point, as limit is 8. You can go on reading another book lets say a 6q15 Perdo Book, so you earn 13 XP in Perdo (total 14, the lowest of 14 and 15)"
2.- Inventing Spells. You can invent several spells, whith maximum total levels equal half your Lab total.
"Lets say you get a Lab total 67. You need to invent a 30 level spell, so 7 levels are lost. Either you accumulate 7 points for a second spell, or just invent another level 3 spell."
3.- Create Item: Same, you can create several items, whith maximum total levels equal half your Lab total.
"Lets say you have same Lab total 67. You decide to create a batch of potions, (lets say just +6 to healing bonus, level 4), So you create 8 of these potions in the season."
4.- Investigate items. You can investigate any amount of magical items in a season as desired, until you botch or find an effect higher than your lab total value.
"I got InVi total of 35 + 1d10, so, unless a botch, all items under level 35 are discovered in the season. Items level 36-44 are discovered depending on the die roll. Higher effects can not be discovered unless an open-ended 1 pops "
I played once without this house rule. Magic items ended discarded in the trash pile, as no one was going to lose dozens of seasons discovering crap effects in items. It was easier just craft what was needed, as TIME is usually the limiting factor, more even than vis.
Any comments are welcome.