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*Pathfinder & Starfinder
D & D and/or Pathfinder, the effects of selective spell exclusions
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<blockquote data-quote="Eman Resu" data-source="post: 6853107" data-attributes="member: 100340"><p>I dont know if you are missing my point(s) or just didn't address them in detail. I'm not asking if its a good idea to or not to remove teleport, to remove long distance magical communications and planar travel. I am however, asking for you to identify the changes that would take place, consequences that may arise, looking for ramifications from making this/these decisions.</p><p></p><p>Removing teleport was really just part of my inquiry. But its effects on spellcasters and society are not to be underestimated. Oh and just for clarification when I say wizards I meant to include any and all mortal spellcasters or manifesters divine, psionic or arcane. Demons, angels, Devils are not mortal and have these abilities although gimped. Only the gods have not been gimped. </p><p></p><p>On top of removing teleport I am also removing or severely nerfing any long range communication spells, psionics and magicals. This to will trigger some changes. Maybe that speedy horse messenger can dust off his saddle and get back to work. Maybe the pigeon master will be employed again. </p><p></p><p>Religion is going to be forced to have logic and rational applied to it with a heaping application of realism. (Realism of course being relative to the fantasy adventure world). Here is what I mean, gods of same pantheon can at times work together but barring the very good aligned exceptions, they will be very competitive with one another. WHY? Because gods are directly empowered by the amount of their worshippers, in fact with out them, they die! So their very lives depend upon being worshipped. If the gods church on other side of street is stealing faithful worshippers, he is literally taking power from him while growing his own. This will lead to conflict. SO its with this in mind that #1 clerics are actively spewing forth the greatness of their gods, nothing has changed here, added is the competitive insulting/degrading of other gods, even if gods are similarly aligned. There is no such thing as a wandering (adventuring) cleric. Its a matter of time before they would be confronted at minimum, but not all that uncommon they are killed, usually after a day of torture and public humiliation by town inquisitor. </p><p></p><p>And lastly spellcasters will not just be able to set up shop in some random town, if they are allowed to do so it is under the direct protection dare I say supervision of the local lord. Ask yourself, "why would a lord allow some stranger to make and sell magicals"? Indeed this is a security threat to say the least.</p><p></p><p>This is a kingdom based campaign, not dungeon dwelling.</p></blockquote><p></p>
[QUOTE="Eman Resu, post: 6853107, member: 100340"] I dont know if you are missing my point(s) or just didn't address them in detail. I'm not asking if its a good idea to or not to remove teleport, to remove long distance magical communications and planar travel. I am however, asking for you to identify the changes that would take place, consequences that may arise, looking for ramifications from making this/these decisions. Removing teleport was really just part of my inquiry. But its effects on spellcasters and society are not to be underestimated. Oh and just for clarification when I say wizards I meant to include any and all mortal spellcasters or manifesters divine, psionic or arcane. Demons, angels, Devils are not mortal and have these abilities although gimped. Only the gods have not been gimped. On top of removing teleport I am also removing or severely nerfing any long range communication spells, psionics and magicals. This to will trigger some changes. Maybe that speedy horse messenger can dust off his saddle and get back to work. Maybe the pigeon master will be employed again. Religion is going to be forced to have logic and rational applied to it with a heaping application of realism. (Realism of course being relative to the fantasy adventure world). Here is what I mean, gods of same pantheon can at times work together but barring the very good aligned exceptions, they will be very competitive with one another. WHY? Because gods are directly empowered by the amount of their worshippers, in fact with out them, they die! So their very lives depend upon being worshipped. If the gods church on other side of street is stealing faithful worshippers, he is literally taking power from him while growing his own. This will lead to conflict. SO its with this in mind that #1 clerics are actively spewing forth the greatness of their gods, nothing has changed here, added is the competitive insulting/degrading of other gods, even if gods are similarly aligned. There is no such thing as a wandering (adventuring) cleric. Its a matter of time before they would be confronted at minimum, but not all that uncommon they are killed, usually after a day of torture and public humiliation by town inquisitor. And lastly spellcasters will not just be able to set up shop in some random town, if they are allowed to do so it is under the direct protection dare I say supervision of the local lord. Ask yourself, "why would a lord allow some stranger to make and sell magicals"? Indeed this is a security threat to say the least. This is a kingdom based campaign, not dungeon dwelling. [/QUOTE]
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D & D and/or Pathfinder, the effects of selective spell exclusions
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