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<blockquote data-quote="Emirikol" data-source="post: 3165644" data-attributes="member: 10638"><p>I wouldn't call the magic of Hyboria less powerful, I'd just say that it's just not in everyone's hands. Just as it should be, it's typically wielded by sorcerers who consort with demons <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=":)" /> When it comes to PC's the difficulty of learning and wielding magical powers is obvious..and corruption add's a nice touch (which we like for our SRD game too).</p><p></p><p></p><p></p><p></p><p>Here are some actual details:</p><p>RULE # 1. I don't believe that any DM runs any scenario "as written" because they simply must embellish on them or they'll be boring as hell. The same is true for running them in Hyboria. If you can read ANY given Conan story (comic, book or REH original typed manuscript), you will have no trouble coming up with enough opponents, NPC's, history and plots to change ANY adventure.</p><p></p><p>RULE # 2. PETTY SPELLCASTERS: Just because an enemy in a scenario can cast magic, doesn't mean that you as a DM needs to use or reveal that to your PC's. For example, if there's drow in an encounter you want to convert, just say they're Shemites (or something) and give them more hits and never use the magic.</p><p></p><p>RULE # 3. STUFF: You NEED to give your players something to use their LOOT for (I suggest x.p.) Since you will typically be "handing out" fewer magic items. Another technique that I use is to recategorize magic items and say they're non-magical. In our game, we simply say anything that isn't +4 isn't magical. It's just superior masterwork. Obviously, this get's rid of problems associated with not handing out items and it also get's rid of obviously non-relevant items like +1 flaming swords and crap too.</p><p></p><p>jh</p><p></p><p>..</p></blockquote><p></p>
[QUOTE="Emirikol, post: 3165644, member: 10638"] I wouldn't call the magic of Hyboria less powerful, I'd just say that it's just not in everyone's hands. Just as it should be, it's typically wielded by sorcerers who consort with demons :) When it comes to PC's the difficulty of learning and wielding magical powers is obvious..and corruption add's a nice touch (which we like for our SRD game too). Here are some actual details: RULE # 1. I don't believe that any DM runs any scenario "as written" because they simply must embellish on them or they'll be boring as hell. The same is true for running them in Hyboria. If you can read ANY given Conan story (comic, book or REH original typed manuscript), you will have no trouble coming up with enough opponents, NPC's, history and plots to change ANY adventure. RULE # 2. PETTY SPELLCASTERS: Just because an enemy in a scenario can cast magic, doesn't mean that you as a DM needs to use or reveal that to your PC's. For example, if there's drow in an encounter you want to convert, just say they're Shemites (or something) and give them more hits and never use the magic. RULE # 3. STUFF: You NEED to give your players something to use their LOOT for (I suggest x.p.) Since you will typically be "handing out" fewer magic items. Another technique that I use is to recategorize magic items and say they're non-magical. In our game, we simply say anything that isn't +4 isn't magical. It's just superior masterwork. Obviously, this get's rid of problems associated with not handing out items and it also get's rid of obviously non-relevant items like +1 flaming swords and crap too. jh .. [/QUOTE]
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