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<blockquote data-quote="Gardens &amp; Goblins" data-source="post: 6999828" data-attributes="member: 6846794"><p>1) Everyone is human. Even if your racial rules are not. Your physiology might reflect your racial rules<em> (bulky human half-orcs, lithe human elves, stout dwarf humans)</em> but it doesn't have to. No dragonborn.</p><p></p><ul> <li data-xf-list-type="ul">We got fed up of the fantasy races, especially with regards to world building. There are other races but they are either non-player characters or require discovery and DM consent to become PCs. No dragonborn because they're the main NPC race and are intended to remain alien, unknown. </li> </ul><p>2) Mages who practice SCIENCE get Foci, everyone else (natives/uncivilized) use spell component pouches. Each focus is unique to the practitioner, spell components require access to the wilds to replenish. </p><p></p><ul> <li data-xf-list-type="ul">We wanted to add both some character to magic, as well as some constraints, without making things too complicated. In this way, Scientists have the edge when they have access to their gizmos (foci) but need to retreat to the safety of academia <em>(which is the backbone of their civilization)</em> if said gizmos are damaged or lost. Likewise, everyone else <em>(shamans, witches, natives and rest) </em>who use spell component pouches have the edge when out in the wilds, but suffer if trapped within the walls of civilization. </li> </ul><p></p><p></p><p> 3) Building on the above, copying spells from scrolls and spell books is easier for those of the same magical tradition. Likewise, libraries and places of learning are important tools for deciphering scrolls and spell books from other traditions.</p><ul> <li data-xf-list-type="ul">We wanted wizards to have access to more spells but also wanted to introduce a mechanical reason to visit libraries/consult scholars/visit places of learning, as well as better defining the difference between the two magical traditions. </li> </ul><p></p><p></p><p> 4) Less of a rule change, more of a rule clarification: Players state their character's intent, then how they propose to realise said intent.</p><ul> <li data-xf-list-type="ul">Done in an effort to standardise player actions and minimize miscommunication during Theatre of the Mind style of play. Before, the DM might find themselves at a loss as to why a player declares their character is performing a certain action, typically due a mismatch between each player's mental representation of the play at the time. This way, the DM can work with a player to help realise their character's intent by providing additional information as and when required, and call for checks accordingly <em>(rather than the player simply stating 'I use X skill)</em>. </li> </ul></blockquote><p></p>
[QUOTE="Gardens & Goblins, post: 6999828, member: 6846794"] 1) Everyone is human. Even if your racial rules are not. Your physiology might reflect your racial rules[I] (bulky human half-orcs, lithe human elves, stout dwarf humans)[/I] but it doesn't have to. No dragonborn. [LIST] [*]We got fed up of the fantasy races, especially with regards to world building. There are other races but they are either non-player characters or require discovery and DM consent to become PCs. No dragonborn because they're the main NPC race and are intended to remain alien, unknown. [/LIST] 2) Mages who practice SCIENCE get Foci, everyone else (natives/uncivilized) use spell component pouches. Each focus is unique to the practitioner, spell components require access to the wilds to replenish. [LIST] [*]We wanted to add both some character to magic, as well as some constraints, without making things too complicated. In this way, Scientists have the edge when they have access to their gizmos (foci) but need to retreat to the safety of academia [I](which is the backbone of their civilization)[/I] if said gizmos are damaged or lost. Likewise, everyone else [I](shamans, witches, natives and rest) [/I]who use spell component pouches have the edge when out in the wilds, but suffer if trapped within the walls of civilization. [/LIST] 3) Building on the above, copying spells from scrolls and spell books is easier for those of the same magical tradition. Likewise, libraries and places of learning are important tools for deciphering scrolls and spell books from other traditions. [LIST] [*]We wanted wizards to have access to more spells but also wanted to introduce a mechanical reason to visit libraries/consult scholars/visit places of learning, as well as better defining the difference between the two magical traditions. [/LIST] 4) Less of a rule change, more of a rule clarification: Players state their character's intent, then how they propose to realise said intent. [LIST] [*]Done in an effort to standardise player actions and minimize miscommunication during Theatre of the Mind style of play. Before, the DM might find themselves at a loss as to why a player declares their character is performing a certain action, typically due a mismatch between each player's mental representation of the play at the time. This way, the DM can work with a player to help realise their character's intent by providing additional information as and when required, and call for checks accordingly [I](rather than the player simply stating 'I use X skill)[/I]. [/LIST] [/QUOTE]
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