Going back to Axel Wolfric, one of the example characters for Advanced Fighting Fantasy 1st Edition, he has spells despite being a sorcery-hating barbarian. This works in AFF 1E because every Hero and adversary is assumed to be wearing appropriate armour. If they remove their armour then all rolls on the Damage Table against them adds 2 to the roll. (See Dungeoner, p. 163 and 164. That's also where it talks about shields.) So any character can put points into the Magic Special Skill (at the cost of reducing their SKILL characteristic by an equal amount), so anybody can have magic.
I've always liked fantasy RPG systems where anybody can cast spells. (Thanks, DragonQuest!)
Unfortunately, this doesn't work as well in Advanced Fighting Fantasy 2nd Edition. AFF 2E allows anybody to put points into the MAGIC characteristic (similarly reducing the number of points that can be allocated to other characteristics), but casting spells in armour requires additional magic points, the better the armour the more magic points must be spent. (See Advanced Fighting Fantasy, 2nd Edition, p. 72, bottom of the 1st column and the top of the 2nd column.)
I wonder how much it would affect things in a game if I just ignored that rule? I'll have to try it sometime.
Of course, that takes away some from the users of Sorcery in AFF 2E, who spend STAMINA instead of MAGIC POINTS to cast a completely different set of spells (many of which require material components) than Wizardry, and can cast in armour. Hmm. I'll have to think about it.
Last edited: 2021-08-09 23:55:19 EDT