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<blockquote data-quote="Gothmog" data-source="post: 868083" data-attributes="member: 317"><p>Originally posted by ced1106:</p><p>* PHB: The spells in the PHB are the spells available to **your** PCs. Other NPCs and critters may have something different. </p><p></p><p>* MM & DMG: This is the possible information **your** PCs have heard of. The actual monsters and treasure you may encounter may be... different. (;</p><p></p><p>* Magic items: If you find a magic item (other than one-use ones) it will have three properties: Something good (unless it's cursed) it does, some background history, and some quirk / something unusual about it. No, you don't get to find out exactly what it is by just casting a spell!</p><p></p><p>* If it has anything to do with magical items or levelling up, you have to roleplay your way to find the contacts you need to help you out! Yes, you can ask your patron for help.</p><p></p><p>* EQ RPG: Yay, knowledge rolls. </p><p>----------------------------------------------------------------------------------</p><p></p><p>Actually, I do all of these in my games to varying degrees. </p><p></p><p>* Its easier when play starts to restrict spells the players know to the PHB and maybe one or two other sources. As the game progresses, I'll throw in opponents who have new spells, or allow access to different spells to the PCs.</p><p></p><p>* Oh heck yeah! The PCs in my games have probably only heard of a few of the monsters in the MM when they start, and I don't guarantee that monsters in the MM will be exactly the same in play as they are in the MM. Many of my monsters are my own creations as well. That's DM fiat, and well within acceptable parameters of the game.</p><p></p><p>* Yep. every magic item should have some history behind it, and some of them might have had flaws in their creation that make them have some kind of quirk. Magic items shouldn't just be a way to stack a bunch of bonuses/abilities on your character with no connection to the game world. Also, I don't use the Identify spell- the only way to find out about an item is trial and error, or learing about its history.</p><p></p><p>* Yep, Knowledge rolls are great- its how you keep metagaming to a minimum by separating player knowledge from PC knowledge. I actually go so far as to add many Knowledge skills to those listed in the PHB, such as: Demon Lore, Undead Lore, Faerie Lore, Herbalism, etc. If a player acts on knowledge that the PC wouldn't have, the DM is justified in giving a warning, then an XP hit on subsequent occasions.</p></blockquote><p></p>
[QUOTE="Gothmog, post: 868083, member: 317"] Originally posted by ced1106: * PHB: The spells in the PHB are the spells available to **your** PCs. Other NPCs and critters may have something different. * MM & DMG: This is the possible information **your** PCs have heard of. The actual monsters and treasure you may encounter may be... different. (; * Magic items: If you find a magic item (other than one-use ones) it will have three properties: Something good (unless it's cursed) it does, some background history, and some quirk / something unusual about it. No, you don't get to find out exactly what it is by just casting a spell! * If it has anything to do with magical items or levelling up, you have to roleplay your way to find the contacts you need to help you out! Yes, you can ask your patron for help. * EQ RPG: Yay, knowledge rolls. ---------------------------------------------------------------------------------- Actually, I do all of these in my games to varying degrees. * Its easier when play starts to restrict spells the players know to the PHB and maybe one or two other sources. As the game progresses, I'll throw in opponents who have new spells, or allow access to different spells to the PCs. * Oh heck yeah! The PCs in my games have probably only heard of a few of the monsters in the MM when they start, and I don't guarantee that monsters in the MM will be exactly the same in play as they are in the MM. Many of my monsters are my own creations as well. That's DM fiat, and well within acceptable parameters of the game. * Yep. every magic item should have some history behind it, and some of them might have had flaws in their creation that make them have some kind of quirk. Magic items shouldn't just be a way to stack a bunch of bonuses/abilities on your character with no connection to the game world. Also, I don't use the Identify spell- the only way to find out about an item is trial and error, or learing about its history. * Yep, Knowledge rolls are great- its how you keep metagaming to a minimum by separating player knowledge from PC knowledge. I actually go so far as to add many Knowledge skills to those listed in the PHB, such as: Demon Lore, Undead Lore, Faerie Lore, Herbalism, etc. If a player acts on knowledge that the PC wouldn't have, the DM is justified in giving a warning, then an XP hit on subsequent occasions. [/QUOTE]
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