Asmor
First Post
Suppose I want to alter the system of magic. Let's say I'm going to leave divine magic as is, but arcane magic is completely removed, replaced with elemental magic based on three elements which have a paper-rock-scissors relationship (air sprays water; water erodes earth; earth resists air). From a flavor standpoint, this elemental magic is considered arcane magic, but that's strictly from a flavor standpoint. The vast majority of things which would be called arcane magic simply do not exist; no teleportation, fireballs, etc (except as done by other power sources).
Assume as well that the other power sources, while available, are rare enough that the exceptions to the lack of typical arcane magic tropes aren't obviated by non-arcane doppelgangers (so you might be able to teleport using shadow magic, or deal fire damage using divine magic, but in general the game world assumes that it's nigh impossible to teleport and nigh impossible to wield magical fire.
The initial thought I have is that this should be fairly simple to implement. I just choose not to use enemies whose powers don't fit in this new system, or adapt the flavor so that they do.
But then I think about it more, and I worry that there might be implications I'm missing, both from the absence of arcane magic tropes and the addition of relatively common elemental magic. For example, energy resistance is probably not nearly as valuable in such a setting, since most energy damage is dealt by traditional arcanists.
Can you think of any other issues?
Assume as well that the other power sources, while available, are rare enough that the exceptions to the lack of typical arcane magic tropes aren't obviated by non-arcane doppelgangers (so you might be able to teleport using shadow magic, or deal fire damage using divine magic, but in general the game world assumes that it's nigh impossible to teleport and nigh impossible to wield magical fire.
The initial thought I have is that this should be fairly simple to implement. I just choose not to use enemies whose powers don't fit in this new system, or adapt the flavor so that they do.
But then I think about it more, and I worry that there might be implications I'm missing, both from the absence of arcane magic tropes and the addition of relatively common elemental magic. For example, energy resistance is probably not nearly as valuable in such a setting, since most energy damage is dealt by traditional arcanists.
Can you think of any other issues?