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D & D and/or Pathfinder, the effects of selective spell exclusions
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<blockquote data-quote="Eman Resu" data-source="post: 6881992" data-attributes="member: 100340"><p>Lost soul, teleport is just one of the spells gone in this campaign. So to is any long range travel and long range communications. To tell you the truth I stopped responding to this thread as peoples responses were not addressing the forest but the tree in front of them. I mean really read the responses here, I am asking question and posting what my group wanted to do with this campaign, and people start taking shots at the messenger and/or going off on tangents while never really responding with much more than " well I wouldn't like to play in this game" or "nerfing clerics is stupid" " "I object to this entire threads premise" "this is just absurd" </p><p></p><p>of course Im paraphrasing here but the underling message was loud and clear....THESE PEOPLE ARE NUTS!!!</p><p></p><p></p><p>I am (re)reading some of the responses here, and yep, WOW! comes to mind. </p><p></p><p>Just a brief and summarized clarity check here</p><p></p><p>our group decided to...-</p><p></p><p>NO MAGIC SHOPS: there is no such thing as a magic shop thats open to the public. If you want to chance going to buy a magical you must disarm yourself and walk into the wizards keep...this of course can lead to problems!! or you must deal with the black market, and again prone to problems. There is always the rogue wizard out in th country, where your all by yourself, what could possible go wrong there...buhahahah. The reasoning is security concern, prejudice, ignorance, control.</p><p></p><p>posting this got a "well thats just stupid the first kingdom thats excepting of magic will prevail" AGAIN people giving there input & arguing against this decision, but ignoring the fact that these shops do not exist as it was our decision.</p><p></p><p></p><p>religion: the people empower the gods in this campaign, and without the worship of being these deities wither and die (this to drew some sarcasm from posters)</p><p></p><p>clerics do not travel around willy-nilly, they stay with huge caravans when travel is needed but otherwise they are temple bound. In this campaign clerics are not good adventurers. why? because other religions will find you heretical. Only the most exalted good guys could be tolerant, albeit suspicious! If clerics god has "travel" in domain selection, ok your a wanderer BUT mind your ps n qs!!!</p><p></p><p>we changed sorcerers a bit: they have to be trained to make magicals, most dont/cant. Sorcerers dont use any material components, and a small list of spells = to their cha mod, they can apply metamagic to with no extended casting time. Sorcerers usually make very good adventurers...another CON is they have a certain amount of spells that are randomly selected. This selection may vary given hereditary or foreign influences. usually in consideration are bloodlines, ancestry, experiences & life path, history, religious and education.</p><p></p><p>wizards: are locked away as per past posts</p><p></p><p>in between phone calls at work, oops typed a book!</p><p></p><p>Eman</p></blockquote><p></p>
[QUOTE="Eman Resu, post: 6881992, member: 100340"] Lost soul, teleport is just one of the spells gone in this campaign. So to is any long range travel and long range communications. To tell you the truth I stopped responding to this thread as peoples responses were not addressing the forest but the tree in front of them. I mean really read the responses here, I am asking question and posting what my group wanted to do with this campaign, and people start taking shots at the messenger and/or going off on tangents while never really responding with much more than " well I wouldn't like to play in this game" or "nerfing clerics is stupid" " "I object to this entire threads premise" "this is just absurd" of course Im paraphrasing here but the underling message was loud and clear....THESE PEOPLE ARE NUTS!!! I am (re)reading some of the responses here, and yep, WOW! comes to mind. Just a brief and summarized clarity check here our group decided to...- NO MAGIC SHOPS: there is no such thing as a magic shop thats open to the public. If you want to chance going to buy a magical you must disarm yourself and walk into the wizards keep...this of course can lead to problems!! or you must deal with the black market, and again prone to problems. There is always the rogue wizard out in th country, where your all by yourself, what could possible go wrong there...buhahahah. The reasoning is security concern, prejudice, ignorance, control. posting this got a "well thats just stupid the first kingdom thats excepting of magic will prevail" AGAIN people giving there input & arguing against this decision, but ignoring the fact that these shops do not exist as it was our decision. religion: the people empower the gods in this campaign, and without the worship of being these deities wither and die (this to drew some sarcasm from posters) clerics do not travel around willy-nilly, they stay with huge caravans when travel is needed but otherwise they are temple bound. In this campaign clerics are not good adventurers. why? because other religions will find you heretical. Only the most exalted good guys could be tolerant, albeit suspicious! If clerics god has "travel" in domain selection, ok your a wanderer BUT mind your ps n qs!!! we changed sorcerers a bit: they have to be trained to make magicals, most dont/cant. Sorcerers dont use any material components, and a small list of spells = to their cha mod, they can apply metamagic to with no extended casting time. Sorcerers usually make very good adventurers...another CON is they have a certain amount of spells that are randomly selected. This selection may vary given hereditary or foreign influences. usually in consideration are bloodlines, ancestry, experiences & life path, history, religious and education. wizards: are locked away as per past posts in between phone calls at work, oops typed a book! Eman [/QUOTE]
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