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<blockquote data-quote="mmadsen" data-source="post: 140911" data-attributes="member: 1645"><p>Thanks for the kind words, Arthur Tealeaf!</p><p></p><p></p><p></p><p>An excellent suggestion...that's already on the list. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /> Yeah, I know, the list is getting a little unwieldly!</p><p></p><p></p><p></p><p>Good. I think Rune mentioned finally having a campaign where he takes Halflings seriously; they rule the skies -- and thus a large mercantile empire -- from their airships.</p><p></p><p></p><p></p><p>I strongly endorse this one. As I said before, I much prefer DR with a weakness of silver, or mistletoe, or salt, or whatever to "+3 or better magical weapons". </p><p></p><p>Another option is to grant Improved Critical to anyone who knows the monster's weakness. "The dragon has a weak spot in his soft underbelly, to the right..."</p><p> </p><p></p><p></p><p>I like this. It flies in the face of the not-at-all-fantasy style of most modern games, where every race just sort of sprang up along the way.</p><p></p><p></p><p></p><p>This reminds me of a different idea, one that's neglected in most games even though it's at the heart of much fantasy fiction. In games, sorcerers generally cast spells that a powerful in some ways but very limited in scope. In literature, the Dark Lord turns his kingdom black under perpetual night, the White Witch blankets the land in perpetual winter, etc. Allow meta-magic (or some other mechanic) to vastly increase the size and duration of thematic spells.</p><p></p><p>(Someone once mentioned a Dark Sun supplement, Dragon Kings, that had 10th-level spells that enchanted an entire army's weapons, etc. That's what we're going for.)</p><p></p><p></p><p></p><p>An old standby, but I like it -- and it belongs on the list.</p></blockquote><p></p>
[QUOTE="mmadsen, post: 140911, member: 1645"] Thanks for the kind words, Arthur Tealeaf! An excellent suggestion...that's already on the list. ;) Yeah, I know, the list is getting a little unwieldly! Good. I think Rune mentioned finally having a campaign where he takes Halflings seriously; they rule the skies -- and thus a large mercantile empire -- from their airships. I strongly endorse this one. As I said before, I much prefer DR with a weakness of silver, or mistletoe, or salt, or whatever to "+3 or better magical weapons". Another option is to grant Improved Critical to anyone who knows the monster's weakness. "The dragon has a weak spot in his soft underbelly, to the right..." I like this. It flies in the face of the not-at-all-fantasy style of most modern games, where every race just sort of sprang up along the way. This reminds me of a different idea, one that's neglected in most games even though it's at the heart of much fantasy fiction. In games, sorcerers generally cast spells that a powerful in some ways but very limited in scope. In literature, the Dark Lord turns his kingdom black under perpetual night, the White Witch blankets the land in perpetual winter, etc. Allow meta-magic (or some other mechanic) to vastly increase the size and duration of thematic spells. (Someone once mentioned a Dark Sun supplement, Dragon Kings, that had 10th-level spells that enchanted an entire army's weapons, etc. That's what we're going for.) An old standby, but I like it -- and it belongs on the list. [/QUOTE]
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