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*Dungeons & Dragons
banning Create Food & Water spell in Thule?
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<blockquote data-quote="Hussar" data-source="post: 6724212" data-attributes="member: 22779"><p>You're missing the point. The flavour doesn't really dovetail with the mechanics, mostly because from 3e onwards, D&D has climbed ever higher on the high magic scale. As you said, limiting the number of goodberries per casting is probably a good idea. And that's my point. If you don't start taking a pretty heavy axe to the mechanics, you wind up with just another D&D setting. Goodberries as written feed ten people per casting. A 1st level druid can feed 20 people a day. By 3rd level, he can feed 60. So, in order for the mechanics to dovetail with the flavour, the mechanics need to change.</p><p></p><p>Otherwise, it becomes pretty inconsistent. Yes, we have these spells, but, no, no one actually uses them because of ... reasons?</p><p></p><p>I'd rather tone down the mechanics so that they don't over shadow the setting. Heck, they actually talk about this in the Primeval Thule Guide - you <em>can</em> play Thule as just another D&D setting:</p><p></p><p></p><p></p><p>I very much agree with the above statement. But, in order to emphasize the differences in this setting, I'm going to take a pretty strong stance on magic. I WANT a truly low magic campaign. Which means that a lot of the standard magic in the PHB is going to get left on the cutting room floor. Casters at my table are going to get HOSED. </p><p></p><p>Actually, i like the taboo idea. Any divine magic cast by someone you don't worship is taboo. Characters will refuse to be healed by, and refuse to heal, unbelievers. Clerics in Thule aren't limited by their deity - they cast exactly the same as arcane casters, they just draw on "god stuff" rather than "the weave". A cleric isn't granted healing by his god, he casts healing by accessing the same forces a god would. So, in my game, they will be subject to the same limitations as arcane casters - anything with strong visual effects (basically anything that would make Michael Bay happy) is going to draw a madness check.</p><p></p><p>Poof, low magic campaign. Now, I just hope that someone bangs out a warlord subclass (I'm rather hopeful that we'll see one in SCAG) or I'll have to make my own, and I'll be able to play a perfectly good Sword and Sorcery game using the 5e rules.</p></blockquote><p></p>
[QUOTE="Hussar, post: 6724212, member: 22779"] You're missing the point. The flavour doesn't really dovetail with the mechanics, mostly because from 3e onwards, D&D has climbed ever higher on the high magic scale. As you said, limiting the number of goodberries per casting is probably a good idea. And that's my point. If you don't start taking a pretty heavy axe to the mechanics, you wind up with just another D&D setting. Goodberries as written feed ten people per casting. A 1st level druid can feed 20 people a day. By 3rd level, he can feed 60. So, in order for the mechanics to dovetail with the flavour, the mechanics need to change. Otherwise, it becomes pretty inconsistent. Yes, we have these spells, but, no, no one actually uses them because of ... reasons? I'd rather tone down the mechanics so that they don't over shadow the setting. Heck, they actually talk about this in the Primeval Thule Guide - you [i]can[/i] play Thule as just another D&D setting: I very much agree with the above statement. But, in order to emphasize the differences in this setting, I'm going to take a pretty strong stance on magic. I WANT a truly low magic campaign. Which means that a lot of the standard magic in the PHB is going to get left on the cutting room floor. Casters at my table are going to get HOSED. Actually, i like the taboo idea. Any divine magic cast by someone you don't worship is taboo. Characters will refuse to be healed by, and refuse to heal, unbelievers. Clerics in Thule aren't limited by their deity - they cast exactly the same as arcane casters, they just draw on "god stuff" rather than "the weave". A cleric isn't granted healing by his god, he casts healing by accessing the same forces a god would. So, in my game, they will be subject to the same limitations as arcane casters - anything with strong visual effects (basically anything that would make Michael Bay happy) is going to draw a madness check. Poof, low magic campaign. Now, I just hope that someone bangs out a warlord subclass (I'm rather hopeful that we'll see one in SCAG) or I'll have to make my own, and I'll be able to play a perfectly good Sword and Sorcery game using the 5e rules. [/QUOTE]
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banning Create Food & Water spell in Thule?
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