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Magic of Orea
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<blockquote data-quote="steeldragons" data-source="post: 5258205" data-attributes="member: 92511"><p>Thanks Jester. The history/flavor is kinda what I want Orea to be about. So I appreciate your appreciation of that. I am trying to make it system generic. But my, personal, play experience is with 1, 2, and 3e.</p><p></p><p>I suppose the restrictions to Specialists is given to the fact that I always thought the "Specialist" schools (was that introduced in 2e or 3e?) were too broad...i.e. you can cast practically anything except for your "opposing" school. My take is that if you choose to specialize then you gain the use of extra spells to make up for the loss of schools you can't cast.</p><p></p><p>It <em>is</em> designed to make the "universalist" mage a more attractive choice, yes...but at the same time, a player can have a very powerful specialist if they want.</p><p></p><p>I also thought that limiting the "minor" available schools to 3rd level spells or lower meant (at least to my understanding of how spell lists used to be) that until you got above 7th level you really weren't hampered all that much. The use of 4th or higher level spells...the truly "powerful" stuff was, naturally, going to be within the field you chose to specialize. That is supposed to be the character's love, the character's "passion", as it were. At that point of the player's advancement, they are becoming a very powerful practitioner of their chosen art. Stands to reason, IMO, their "real power" would be in the area <em>they chose </em>to specialize.</p><p></p><p>I'm thinking, from a player perspective, if you eventually want to use "this" (5th or 6th or higher) spell but it's not in your allowed school, then... well...don't specialize in that school (...or find an item that duplicates its power/effects?) Be a general mage with an interest in/for evocation spells or whichever. Or specialize in the school you want to use at higher levels.</p><p></p><p>The way I'm thinking...it's about individual choices...but not "unlimited options". Those choices have benefits and drawbacks...those choices have ramifications/consequences...and no reason a player shouldn't/can't understand that.</p><p> </p><p>--SD</p></blockquote><p></p>
[QUOTE="steeldragons, post: 5258205, member: 92511"] Thanks Jester. The history/flavor is kinda what I want Orea to be about. So I appreciate your appreciation of that. I am trying to make it system generic. But my, personal, play experience is with 1, 2, and 3e. I suppose the restrictions to Specialists is given to the fact that I always thought the "Specialist" schools (was that introduced in 2e or 3e?) were too broad...i.e. you can cast practically anything except for your "opposing" school. My take is that if you choose to specialize then you gain the use of extra spells to make up for the loss of schools you can't cast. It [I]is[/I] designed to make the "universalist" mage a more attractive choice, yes...but at the same time, a player can have a very powerful specialist if they want. I also thought that limiting the "minor" available schools to 3rd level spells or lower meant (at least to my understanding of how spell lists used to be) that until you got above 7th level you really weren't hampered all that much. The use of 4th or higher level spells...the truly "powerful" stuff was, naturally, going to be within the field you chose to specialize. That is supposed to be the character's love, the character's "passion", as it were. At that point of the player's advancement, they are becoming a very powerful practitioner of their chosen art. Stands to reason, IMO, their "real power" would be in the area [I]they chose [/I]to specialize. I'm thinking, from a player perspective, if you eventually want to use "this" (5th or 6th or higher) spell but it's not in your allowed school, then... well...don't specialize in that school (...or find an item that duplicates its power/effects?) Be a general mage with an interest in/for evocation spells or whichever. Or specialize in the school you want to use at higher levels. The way I'm thinking...it's about individual choices...but not "unlimited options". Those choices have benefits and drawbacks...those choices have ramifications/consequences...and no reason a player shouldn't/can't understand that. --SD [/QUOTE]
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