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<blockquote data-quote="Robbs" data-source="post: 3993623" data-attributes="member: 33483"><p>The feeling in the group is that the sundering ability is pretty broken. In fact since a couple of the players also GM we have the gaming equivalent to MAD where there is a tacit agreement that if you start sundering be prepared for villains who sunder.</p><p></p><p>The randomization applies to all magic, it is more to represent that you never read in fantasy novels about spellcasters dropping fireballs just perfectly placed so that the flames stop just short of the lead fighters.</p><p></p><p>I hear you about the divine issue, part of the thing I want to work in is kind of a gossip amongst adventurer types and such about avoiding certain areas or trying to find out if your magic is going to work. We have a high level of trust between player and GM (as I said, I've known some of these guys for 25 years or more-I've been best man in two of their weddings!) so not too much fear about the GM fiat aspect and they don't have much cleric power between them-one screwed up cleric and a psuedo-paladin so they aren't very dependent upon that source anyway. I'm more curious as to what happens if a god is eliminated in terms of what will happen to worshippers, etc. As I said, I liked the element but am unsure where I want to go with it and if it will end up being more of a hassle than an interesting element. Also in the last campaign the PCs got involved in a plot to bring back an earlier pantheon that had been banished so I want to make this different. And if I can't then I want to phase it out so as not to be repetitive.</p><p></p><p>I like your point on magic and my current thought is less that it is less important whether it is that finite and more important that people are starting to think that way and are thus interested in limiting the spread. It provides interesting plot hooks, lets me occasionally strip magic or temporarily shut it down (which I think gives the PCs who didn't automatically go combo fighter-spellcaster when gestalting a chance to shine), and lets me introduce specialty spellcasters that the PCs aren't familiar with. And I like the bartering of magic that is already occuring within the party (as they are working together but don't have long established bonds, they are doing a good job of not metagaming and immediately swapping stuff-quite a few have scored a new magic spell or some such and quickly hid it so as not to draw attention from the others until they need to.</p><p></p><p>Thanks for the feedback!</p></blockquote><p></p>
[QUOTE="Robbs, post: 3993623, member: 33483"] The feeling in the group is that the sundering ability is pretty broken. In fact since a couple of the players also GM we have the gaming equivalent to MAD where there is a tacit agreement that if you start sundering be prepared for villains who sunder. The randomization applies to all magic, it is more to represent that you never read in fantasy novels about spellcasters dropping fireballs just perfectly placed so that the flames stop just short of the lead fighters. I hear you about the divine issue, part of the thing I want to work in is kind of a gossip amongst adventurer types and such about avoiding certain areas or trying to find out if your magic is going to work. We have a high level of trust between player and GM (as I said, I've known some of these guys for 25 years or more-I've been best man in two of their weddings!) so not too much fear about the GM fiat aspect and they don't have much cleric power between them-one screwed up cleric and a psuedo-paladin so they aren't very dependent upon that source anyway. I'm more curious as to what happens if a god is eliminated in terms of what will happen to worshippers, etc. As I said, I liked the element but am unsure where I want to go with it and if it will end up being more of a hassle than an interesting element. Also in the last campaign the PCs got involved in a plot to bring back an earlier pantheon that had been banished so I want to make this different. And if I can't then I want to phase it out so as not to be repetitive. I like your point on magic and my current thought is less that it is less important whether it is that finite and more important that people are starting to think that way and are thus interested in limiting the spread. It provides interesting plot hooks, lets me occasionally strip magic or temporarily shut it down (which I think gives the PCs who didn't automatically go combo fighter-spellcaster when gestalting a chance to shine), and lets me introduce specialty spellcasters that the PCs aren't familiar with. And I like the bartering of magic that is already occuring within the party (as they are working together but don't have long established bonds, they are doing a good job of not metagaming and immediately swapping stuff-quite a few have scored a new magic spell or some such and quickly hid it so as not to draw attention from the others until they need to. Thanks for the feedback! [/QUOTE]
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