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*TTRPGs General
Arthurian Magic -- Reining in the magical artillery.
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<blockquote data-quote="MaxKaladin" data-source="post: 1576167" data-attributes="member: 1196"><p>I've been looking at doing a vaguely Celtic-Arthurian game. I've looked at both Relics and Rituals: Excalibur and Legends of Excalibur and they're both fine books, but I'm not terribly happy with the solutions either gives to the "magic problem". Specifically, the Arthurian/Celtic genre should not have wizards and priests acting like mobile artillery in battle. R&R:E basically just suggests talking to the players about staying "in-genre" as a solution while LoE has this spell point system that replaces the regular D&D system. I'd like to find a solution somewhere between the two. Something that doesn't resort to a completely different magic system but which doesn't just rely on people artificially acting "in-genre." </p><p></p><p>This is complicated by all the other caster classes like paladins, rangers and bards, who will also be affected by most changes. </p><p></p><p>Any thoughts on the best way to reign in the "magical artillery"? I'm not adverse to "social" solutions within the setting (like wizards being outlawed or something), but I'd prefer something that doesn't make it a complete drag to play a spellcaster. I'll also consider alternate classes, but not something so radically different as a spell point system* </p><p></p><p>* This is because this is set elsewhere in an established homebrew where the normal rules are held to apply. It's very isolated, so different training and a lack of exposure to the rest of the world are fine (i.e. new classes, wierd spell selections and so on), but magic should fundimentally work the same way (a wizard from one spot ought to be able to recognize and be able to learn spells from the other area with no problem and, if the two areas were to come into contact, running a combat shouldn't really involve two completely different magic systems.)</p><p></p><p>Thanks!</p></blockquote><p></p>
[QUOTE="MaxKaladin, post: 1576167, member: 1196"] I've been looking at doing a vaguely Celtic-Arthurian game. I've looked at both Relics and Rituals: Excalibur and Legends of Excalibur and they're both fine books, but I'm not terribly happy with the solutions either gives to the "magic problem". Specifically, the Arthurian/Celtic genre should not have wizards and priests acting like mobile artillery in battle. R&R:E basically just suggests talking to the players about staying "in-genre" as a solution while LoE has this spell point system that replaces the regular D&D system. I'd like to find a solution somewhere between the two. Something that doesn't resort to a completely different magic system but which doesn't just rely on people artificially acting "in-genre." This is complicated by all the other caster classes like paladins, rangers and bards, who will also be affected by most changes. Any thoughts on the best way to reign in the "magical artillery"? I'm not adverse to "social" solutions within the setting (like wizards being outlawed or something), but I'd prefer something that doesn't make it a complete drag to play a spellcaster. I'll also consider alternate classes, but not something so radically different as a spell point system* * This is because this is set elsewhere in an established homebrew where the normal rules are held to apply. It's very isolated, so different training and a lack of exposure to the rest of the world are fine (i.e. new classes, wierd spell selections and so on), but magic should fundimentally work the same way (a wizard from one spot ought to be able to recognize and be able to learn spells from the other area with no problem and, if the two areas were to come into contact, running a combat shouldn't really involve two completely different magic systems.) Thanks! [/QUOTE]
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