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General Tabletop Discussion
*TTRPGs General
Arcane Magic, Divine Magic, Nature Magic and Psionics are too much alike.
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<blockquote data-quote="fba827" data-source="post: 688081" data-attributes="member: 807"><p>I agree in that I like the effects to all be more different. Made considerable effort that all descriptions of spells were done with this in mind.</p><p></p><p>Biggest actual House Rule I made to this regard, though, was making natural magic a catagory seperate from divine and arcane (i.e. druids and rangers are not divine casters, they are nature casters). That helps make a further distinction in some player's minds. (it did have some side effects such as PrCs that require X divine caster levels, etc. but with tweaking nothing was all that difficult to over come).</p><p></p><p>I am also working on alerting how nature magic works, a little. At first I kept thinking that different terrains should have different sorts of druids. But, honestly, that seemed more work than it should have been. So, right now I am tinkering with the idea that okay if all druids know the different spells, since they are drawing their magic from nature the spell effects themselves will be different in different terrains (cold-based spells cast by a nature-caster have the caster level reduced by 1 for spell effects in a hot arid desert environment while sun and fire based spells would have the caster level increased by 1). and so on for other terrains ... This all is still in theory though but that is the type of thing I'm playing with at this moment <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p>(I'm rambling, sorry)</p></blockquote><p></p>
[QUOTE="fba827, post: 688081, member: 807"] I agree in that I like the effects to all be more different. Made considerable effort that all descriptions of spells were done with this in mind. Biggest actual House Rule I made to this regard, though, was making natural magic a catagory seperate from divine and arcane (i.e. druids and rangers are not divine casters, they are nature casters). That helps make a further distinction in some player's minds. (it did have some side effects such as PrCs that require X divine caster levels, etc. but with tweaking nothing was all that difficult to over come). I am also working on alerting how nature magic works, a little. At first I kept thinking that different terrains should have different sorts of druids. But, honestly, that seemed more work than it should have been. So, right now I am tinkering with the idea that okay if all druids know the different spells, since they are drawing their magic from nature the spell effects themselves will be different in different terrains (cold-based spells cast by a nature-caster have the caster level reduced by 1 for spell effects in a hot arid desert environment while sun and fire based spells would have the caster level increased by 1). and so on for other terrains ... This all is still in theory though but that is the type of thing I'm playing with at this moment :) (I'm rambling, sorry) [/QUOTE]
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Arcane Magic, Divine Magic, Nature Magic and Psionics are too much alike.
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