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(IR) IR Interlude Turn 5 - Turn 6 (thread 2)
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<blockquote data-quote="Edena_of_Neith" data-source="post: 114450" data-attributes="member: 2020"><p>Forrester, I need you to e-mail me, and tell me what you intend to accomplish with this Chronomancy.</p><p></p><p> If it is something that makes Toril and Realmspace forever immune to attack, I will disallow it.</p><p></p><p> If it is something that can be fit into the IR as a viable rule, I will allow it.</p><p></p><p> I have had a great deal of experience with Chronomancy in gaming, and it is the one thing that really breaks games, above even 11th level magic.</p><p> Chronomancy is extremely dangerous to any game - I allowed Vecna and Kas to come forward only because it was a part of an official gaming supplement, and it suited the IR storyline.</p><p></p><p> So, please submit to me what you are trying to do.</p><p></p><p> - - -</p><p></p><p> For what it's worth, chronomancy is widely used - there is a specialist mage called the Chronomancer, and there would not be any such name if chronomancy wasn't practiced by at least a few people.</p><p> However, in Realmspace there are strict limits on what can and cannot be done with Chronomancy, limits set down by Mystryl, and later by Mystra.</p><p> This limits were, of course, placed there by the game designers to protect the setting, while still allowing chronomancy.</p><p></p><p> Thus, one can travel back in time and adventure in Myth Drannor.</p><p> One can even change the past, so that Myth Drannor did not fall.</p><p> But there are consequences - serious consequences - to doing this.</p><p></p><p> Again, please e-mail me, and tell me what it is you are trying to accomplish, Forrester.</p><p></p><p> For obviously, the United Commonwealth of Toril has chronomancy at it's command!</p><p> That's a given, a hundred times over!</p><p></p><p> No special sacrifices of any sort needed.</p><p></p><p> Edena_of_Neith</p></blockquote><p></p>
[QUOTE="Edena_of_Neith, post: 114450, member: 2020"] Forrester, I need you to e-mail me, and tell me what you intend to accomplish with this Chronomancy. If it is something that makes Toril and Realmspace forever immune to attack, I will disallow it. If it is something that can be fit into the IR as a viable rule, I will allow it. I have had a great deal of experience with Chronomancy in gaming, and it is the one thing that really breaks games, above even 11th level magic. Chronomancy is extremely dangerous to any game - I allowed Vecna and Kas to come forward only because it was a part of an official gaming supplement, and it suited the IR storyline. So, please submit to me what you are trying to do. - - - For what it's worth, chronomancy is widely used - there is a specialist mage called the Chronomancer, and there would not be any such name if chronomancy wasn't practiced by at least a few people. However, in Realmspace there are strict limits on what can and cannot be done with Chronomancy, limits set down by Mystryl, and later by Mystra. This limits were, of course, placed there by the game designers to protect the setting, while still allowing chronomancy. Thus, one can travel back in time and adventure in Myth Drannor. One can even change the past, so that Myth Drannor did not fall. But there are consequences - serious consequences - to doing this. Again, please e-mail me, and tell me what it is you are trying to accomplish, Forrester. For obviously, the United Commonwealth of Toril has chronomancy at it's command! That's a given, a hundred times over! No special sacrifices of any sort needed. Edena_of_Neith [/QUOTE]
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