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<blockquote data-quote="bwgwl" data-source="post: 192199" data-attributes="member: 3876"><p>hey SHARK!</p><p></p><p>i like your kingdom of trolls, gnolls, and barbarian humans. i especially like the idea that mutant trolls are relatively common and honored. i was thinking about having such a "plastic" race in my world, that easily adapts to fit into different niches. i'm not sure which race i would do that to, though.</p><p></p><p>you talk about taking chances and extensively modifying races. as you can see from my last post, i've done that with my world's goblinoids, especially the hobgoblins (who by definition all have some human blood). i'm hoping these changes won't be too "out there" for the players, and that they can understand my reasons for not using the default D&D assumptions for everything in the world.</p><p></p><p>Joshua: i love your necromantic elves! sounds really cool. my evil Egyptian empire should do something like that. they already make mummies, why not bind souls into golems as well? <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /></p><p></p><p>when a pharoah dies, he is mummified. perhaps his royal guards are sacrificed at that time, and their souls bound into golems to protect the tomb from robbers for all eternity? wheee...</p><p></p><p>i've also changed some things about the magic system in this world. the changes aren't too dramatic in the game-mechanical sense, but they definitely change the "feel" of it in the world.</p><p></p><p>the main thing that defines the different kinds of magic is where the "energy" to power the spell comes from. clerics and other divine casters obviously get their power from the gods. (although druids say they are getting it from "nature" as a whole.) sorcerers, with their intuitive magic, seem to have some internal source of magical energy that they use. sorcerers in this world may ignore material components unless they have an explicit gp cost listed in the spell description. (i see the purpose of material components as mainly one of providing "power," which is why sorcerers may ignore them.)</p><p></p><p>wizards, on the other hand, learn their magic through study and are not naturally gifted with it. so a wizard must look elsewhere for sources of magical energy. material components obviously play a major part in this, but in themselves are not enough. so a wizard must make deals with extraplanar creatures (celestials, fiends, or genies) to provide the energy. the information in how to command one of these creatures into providing such energy is the most important thing a wizard mentor teaches his apprentices. the "spell preparation" that a wizard must do every morning isn't considered "memorizing the spell" or "pre-casting" -- it's the time it takes for the wizard to bargain with his extraplanar allies for power. since a higher-level wizard can bargain for more power than a lower-level one, this helps explain why it doesn't take much longer for a 20th-level wizard to prepare his spells than it does a 1st-level one.</p><p></p><p>for the most part, this contact with outsiders is a special effect of the wizard class and doesn't have much impact in the game. though as DM, i can always use it for plot hooks if i wish!</p></blockquote><p></p>
[QUOTE="bwgwl, post: 192199, member: 3876"] hey SHARK! i like your kingdom of trolls, gnolls, and barbarian humans. i especially like the idea that mutant trolls are relatively common and honored. i was thinking about having such a "plastic" race in my world, that easily adapts to fit into different niches. i'm not sure which race i would do that to, though. you talk about taking chances and extensively modifying races. as you can see from my last post, i've done that with my world's goblinoids, especially the hobgoblins (who by definition all have some human blood). i'm hoping these changes won't be too "out there" for the players, and that they can understand my reasons for not using the default D&D assumptions for everything in the world. Joshua: i love your necromantic elves! sounds really cool. my evil Egyptian empire should do something like that. they already make mummies, why not bind souls into golems as well? :p when a pharoah dies, he is mummified. perhaps his royal guards are sacrificed at that time, and their souls bound into golems to protect the tomb from robbers for all eternity? wheee... i've also changed some things about the magic system in this world. the changes aren't too dramatic in the game-mechanical sense, but they definitely change the "feel" of it in the world. the main thing that defines the different kinds of magic is where the "energy" to power the spell comes from. clerics and other divine casters obviously get their power from the gods. (although druids say they are getting it from "nature" as a whole.) sorcerers, with their intuitive magic, seem to have some internal source of magical energy that they use. sorcerers in this world may ignore material components unless they have an explicit gp cost listed in the spell description. (i see the purpose of material components as mainly one of providing "power," which is why sorcerers may ignore them.) wizards, on the other hand, learn their magic through study and are not naturally gifted with it. so a wizard must look elsewhere for sources of magical energy. material components obviously play a major part in this, but in themselves are not enough. so a wizard must make deals with extraplanar creatures (celestials, fiends, or genies) to provide the energy. the information in how to command one of these creatures into providing such energy is the most important thing a wizard mentor teaches his apprentices. the "spell preparation" that a wizard must do every morning isn't considered "memorizing the spell" or "pre-casting" -- it's the time it takes for the wizard to bargain with his extraplanar allies for power. since a higher-level wizard can bargain for more power than a lower-level one, this helps explain why it doesn't take much longer for a 20th-level wizard to prepare his spells than it does a 1st-level one. for the most part, this contact with outsiders is a special effect of the wizard class and doesn't have much impact in the game. though as DM, i can always use it for plot hooks if i wish! [/QUOTE]
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