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A leveling way to limit access to magic?
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<blockquote data-quote="Driddle" data-source="post: 3129305" data-attributes="member: 3447"><p>Good feedback. Thanks.</p><p></p><p>The idea of adding an X% chance of spell failure is a no-go: It adds a level of random uncertainty to the character, effectively a huge penalty. The difference between that and the limited-level progression concept is that in the latter at least the player still knows exactly what he's getting (limited though it may seem). No nasty surprises.</p><p></p><p>Yes, certain prestige classes would have to be likewise limited or placed out of bounds entirely. I agree. ... And as for the 'mixed' classes, it might be more reasonable to adjust the limits on a per-case basis -- the ranger and paladin are already weak enough in magic effects, so I can't see those classes being cut back to every other level. A bard falls somewhere between, though, so perhaps a 2/3 leveling rule for him?</p><p></p><p>And the DM would need a fine sense of balance when introducing monsters straight out of the game books. But that's not really a big issue, as long as you're playing with someone who has a fair share of common sense -- i.e. knows his party pretty well, understands that he doesn't have to adhere to published material as-is, and has experience with tweaking elements on the fly.</p><p></p><p>I disagree that limiting magic like this makes it useless or undesirable. <em>Any</em> supernatural effect is still more powerful and useful in practice than living a totally mundane life ... IF you're creative enough to know how to use it within the proscribed bounds. Having only five healing spells, for example, might not be as cool as ten healing spells, but it's still better than NO healing spells -- and the party should be smart enough to adjust their tactics accordingly. Finally, since the DM has ruled that this effect is worldwide (it will apply to NPCs as well as the PCs), no one suffers a disadvantage by comparison to their opponents.</p><p></p><p>But that's just my opinion. It's dead-on right, of course, but you're free to disagree anyway. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Driddle, post: 3129305, member: 3447"] Good feedback. Thanks. The idea of adding an X% chance of spell failure is a no-go: It adds a level of random uncertainty to the character, effectively a huge penalty. The difference between that and the limited-level progression concept is that in the latter at least the player still knows exactly what he's getting (limited though it may seem). No nasty surprises. Yes, certain prestige classes would have to be likewise limited or placed out of bounds entirely. I agree. ... And as for the 'mixed' classes, it might be more reasonable to adjust the limits on a per-case basis -- the ranger and paladin are already weak enough in magic effects, so I can't see those classes being cut back to every other level. A bard falls somewhere between, though, so perhaps a 2/3 leveling rule for him? And the DM would need a fine sense of balance when introducing monsters straight out of the game books. But that's not really a big issue, as long as you're playing with someone who has a fair share of common sense -- i.e. knows his party pretty well, understands that he doesn't have to adhere to published material as-is, and has experience with tweaking elements on the fly. I disagree that limiting magic like this makes it useless or undesirable. [I]Any[/I] supernatural effect is still more powerful and useful in practice than living a totally mundane life ... IF you're creative enough to know how to use it within the proscribed bounds. Having only five healing spells, for example, might not be as cool as ten healing spells, but it's still better than NO healing spells -- and the party should be smart enough to adjust their tactics accordingly. Finally, since the DM has ruled that this effect is worldwide (it will apply to NPCs as well as the PCs), no one suffers a disadvantage by comparison to their opponents. But that's just my opinion. It's dead-on right, of course, but you're free to disagree anyway. :) [/QUOTE]
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