Dave G
First Post
I'm working on a fantasy world that's been percolating in my brain for some time... and after a long-time game group I recently joined tried it's best to self-destruct today, it looks like the game rising from the ashes will be mine to run. Since I sort of vowed to myself that the next game I run is going to be in the world of Anexxia (ask your doctor about it today
) I need to start getting ideas on paper about this in as quick a fashion as I can. It will be D&D 3/3.5
1. System to determine successful casting of spells. Base Casting Bonus? (Similar to BAB?)
2. How to handle wild magic/dead magic
3. Mutations
a. Starting character mutations. Not all mutations are beneficial, and there should be negative mutations too, but how to maintain game balance for starting characters with mutations. (i.e. ‘my skin is blue, but Joe has a 3rd eye and gets a bonus to spot’, or inversely ‘Sally has infravision as a mutation and I randomly got one eye, this blows!’)
b. Continuous/repeated exposure mutations. Higher extremity of mutation, but what about non-powerusers? Should allowed degree of mutation extremity be based upon character level? When are mutation checks called for? Crits/Botches? Hmmm…
c. Is being normal an asset of some sort? What does it gain? Social benefit? Can players choose this in some way (feat?)
4. Keeping power using classes as desirable as non power using classes
I’m sure I’ll think of much more to add to this, but I’m running on fumes, just wanted to get some of these ideas out there before I sleep.
Any thoughts based on what I have so far? Thanks!

So before the world is ready to run it looks like I have several essential things to work out, let me know of any that I miss, or if you have thoughts on those I have included:Backstory/Nature of Magic: In ages past, the Gods gave the power of magic to the peoples of Anexxia through the form of a mysterious artifact known as the Crystal of Creation. 500 years ago, the dark god Kor attempted to steal the magical energy from the Crystal. In doing so he inadvertently became a conduit, releasing the magic in a torrent of uncontrollable energy into the land. Magic, when held in check by the Crystal, was stable and wondrous, but now it floods the land and peoples of Anexxia with raw unshaped power. Innate ability to summon arcane and divine magic became increasingly more common. The magic changed the environment as well, through strange and sometimes deadly mutations in the plants, animals and peoples who live there. Weather is also changed by the sudden influx of energy. Unpredictable maelstroms sweep across the land, seemingly at random, tearing down buildings and ravaging people … eventually these storms came to be known as Destiny Storms. Fueled by magic and chaos, Destiny Storms sweep across the face of the world. If a person is caught up in one, they are more likely to come out with an awakened sense of destiny to serve, whether for good or for evil. There are parts of the land with no magic, and others where it is so saturated that even the most minor of trickeries can destroy a village. It is rarely 100% safe to cast a spell or miracle, and those who can do it without fear are some of the most feared individuals of all. However, the magical emanations have been pushed back from major population centers and the number of mutations has gradually tapered off from the efforts of several organizations of druids, clerics, wizards and sorcerers.
1. System to determine successful casting of spells. Base Casting Bonus? (Similar to BAB?)
2. How to handle wild magic/dead magic
3. Mutations
a. Starting character mutations. Not all mutations are beneficial, and there should be negative mutations too, but how to maintain game balance for starting characters with mutations. (i.e. ‘my skin is blue, but Joe has a 3rd eye and gets a bonus to spot’, or inversely ‘Sally has infravision as a mutation and I randomly got one eye, this blows!’)
b. Continuous/repeated exposure mutations. Higher extremity of mutation, but what about non-powerusers? Should allowed degree of mutation extremity be based upon character level? When are mutation checks called for? Crits/Botches? Hmmm…
c. Is being normal an asset of some sort? What does it gain? Social benefit? Can players choose this in some way (feat?)
4. Keeping power using classes as desirable as non power using classes
I’m sure I’ll think of much more to add to this, but I’m running on fumes, just wanted to get some of these ideas out there before I sleep.
Any thoughts based on what I have so far? Thanks!