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<blockquote data-quote="Bendris Noulg" data-source="post: 413279" data-attributes="member: 6398"><p>Well, to quote what you've said yourself...</p><p></p><p><em>*sigh*</em></p><p></p><p>First, yes, <em>anyone</em> can pick up magic. Yes, they have minimum stat requirements, but anyone with a 10 in any of those 3 Ability Scores can pick up a level of a casting class and gain various useful spells, and 11 just makes it sweet. Oh, hey... Got a 13? Might as well get 5 levels, than you can cast <em>fireball</em> and <em>lightning bolt</em>. Despite your claims to the contrary, even an abundance of trivial spells is still an abundance of spells.</p><p></p><p>And, no, changing spell levels isn't the "only" way to develop a different system. Mongoose's Elementalism has a variant within it. Sovereign Stone has another variant. Another can be found in Dragonlords of Melnibon'e. In a sense, Wheel of Time is different from the Core system. Even Call of Cthulu uses a variant magic system. Any one of these could be used <em>instead</em> of the Core System for spells and magic.</p><p></p><p>I myself use two variant systems (Elemental Sorcerers and fatigue-hindered Channelers) and have the groundwork for a variant psionics system developed. I've even considered an Arcane System based entirely on Spell Seeds that would cost Experience Points to use, thus mimicing the magical flavor of certain literature like in The Belgariad.</p><p></p><p>Is this metagame thinking? Only if you consider making the game different from the Default to be metagame thinking. But that's an interesting term, isn't it? <em>Default</em>, which basically means unchanged. The very use of that word indicates change can and will occur. Rule 0 indicates that the person that chooses such change is the DM. So how can this be metagame thinking? I'm not in a game <em>right now</em>. We're discussing rules. We're discussing the alteration of rules.</p><p></p><p>When rules are applied, be they Core, 3rd Party or homebrewed, you aren't metagaming. What you are doing is establishing a world environment in which the characters live and adventure. Whatever these rules are, the outlook and behavior of the characters <em>will be</em> effected. High Magic world? Magic and monsters shouldn't surprise the characters too much. Low Magic world? Magic and monsters should be terrifying and worrisome.</p><p></p><p>This isn't metagame thinking. Rather, it is the nature of the game.</p></blockquote><p></p>
[QUOTE="Bendris Noulg, post: 413279, member: 6398"] Well, to quote what you've said yourself... [i]*sigh*[/i] First, yes, [i]anyone[/i] can pick up magic. Yes, they have minimum stat requirements, but anyone with a 10 in any of those 3 Ability Scores can pick up a level of a casting class and gain various useful spells, and 11 just makes it sweet. Oh, hey... Got a 13? Might as well get 5 levels, than you can cast [i]fireball[/i] and [i]lightning bolt[/i]. Despite your claims to the contrary, even an abundance of trivial spells is still an abundance of spells. And, no, changing spell levels isn't the "only" way to develop a different system. Mongoose's Elementalism has a variant within it. Sovereign Stone has another variant. Another can be found in Dragonlords of Melnibon'e. In a sense, Wheel of Time is different from the Core system. Even Call of Cthulu uses a variant magic system. Any one of these could be used [i]instead[/i] of the Core System for spells and magic. I myself use two variant systems (Elemental Sorcerers and fatigue-hindered Channelers) and have the groundwork for a variant psionics system developed. I've even considered an Arcane System based entirely on Spell Seeds that would cost Experience Points to use, thus mimicing the magical flavor of certain literature like in The Belgariad. Is this metagame thinking? Only if you consider making the game different from the Default to be metagame thinking. But that's an interesting term, isn't it? [i]Default[/i], which basically means unchanged. The very use of that word indicates change can and will occur. Rule 0 indicates that the person that chooses such change is the DM. So how can this be metagame thinking? I'm not in a game [i]right now[/i]. We're discussing rules. We're discussing the alteration of rules. When rules are applied, be they Core, 3rd Party or homebrewed, you aren't metagaming. What you are doing is establishing a world environment in which the characters live and adventure. Whatever these rules are, the outlook and behavior of the characters [i]will be[/i] effected. High Magic world? Magic and monsters shouldn't surprise the characters too much. Low Magic world? Magic and monsters should be terrifying and worrisome. This isn't metagame thinking. Rather, it is the nature of the game. [/QUOTE]
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