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Brainstorming: Fantasy: Changing Magic
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<blockquote data-quote="Dave G" data-source="post: 4018783" data-attributes="member: 17"><p>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 <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" />) 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</p><p></p><p>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:</p><p></p><p>1. System to determine successful casting of spells. Base Casting Bonus? (Similar to BAB?)</p><p></p><p> 2. How to handle wild magic/dead magic</p><p></p><p> 3. Mutations</p><p> 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!’)</p><p> 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…</p><p> c. Is being normal an asset of some sort? What does it gain? Social benefit? Can players choose this in some way (feat?)</p><p></p><p> 4. Keeping power using classes as desirable as non power using classes</p><p></p><p>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.</p><p>Any thoughts based on what I have so far? Thanks!</p></blockquote><p></p>
[QUOTE="Dave G, post: 4018783, member: 17"] 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 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: 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! [/QUOTE]
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