Marx420
First Post
Hello there, I am currently deeply into the prep of an E6 generic class (UA style) timejamming 3.5 game and want to seek the assistance of those of you salty veterans who remember well the days of yore or simply have the requisite books on hand (I unfortunately don't).
I've run a few modified 1st/2nd ed modules and even played a few low level crawls in the system, and one of my favorite aspects of the amalgamation of 1st and 2nd I played was the wonder and capricious nature of the magic.
I know that haste had the effect of aging you a year, and that certain spells were very detrimental to the would-be wielders of their power. I cannot for the life of me remember specifics however, an while by no means am I asking for a comprehensive list I would appreciate greatly the help of those who remember or invented crazy magical drawbacks.
The campaign I am running will see the players traversing the entire scope of history from the Chalcolithic (where tin pieces will be hard fought for) to the the far-flung mind flayer infested future (with froghemoths and ray guns). I am styling it after the pseudo-earths of Robert E. Howard, Jules Verne, and H.P. Lovecraft where all possible scientific advancements prophesied and hypothesized can and do come to pass as the PCs trek to serpentine Lemuria, wondrous Atlantis, mysterious Mu, and the Inner World itself.
This being so, I want magical forces to be arrayed against the PCs whilst simultaneously being out their purview and do not want the players feeling unduly restricted by their mundane natures. I want to illustrate the dangers of eldritch forces in both mental (sanity) and physical fashion and empower the players to bring the world back into order.
Help me out here and I'll post the microsystem I've kitbashed together from ogl sources (Trailblazer, Pathfinder, Iron Heroes, and 3.5) on this board, as well as my campaign notes in a semi-playable format.
Thanks in advance for your consideration.
I've run a few modified 1st/2nd ed modules and even played a few low level crawls in the system, and one of my favorite aspects of the amalgamation of 1st and 2nd I played was the wonder and capricious nature of the magic.
I know that haste had the effect of aging you a year, and that certain spells were very detrimental to the would-be wielders of their power. I cannot for the life of me remember specifics however, an while by no means am I asking for a comprehensive list I would appreciate greatly the help of those who remember or invented crazy magical drawbacks.
The campaign I am running will see the players traversing the entire scope of history from the Chalcolithic (where tin pieces will be hard fought for) to the the far-flung mind flayer infested future (with froghemoths and ray guns). I am styling it after the pseudo-earths of Robert E. Howard, Jules Verne, and H.P. Lovecraft where all possible scientific advancements prophesied and hypothesized can and do come to pass as the PCs trek to serpentine Lemuria, wondrous Atlantis, mysterious Mu, and the Inner World itself.
This being so, I want magical forces to be arrayed against the PCs whilst simultaneously being out their purview and do not want the players feeling unduly restricted by their mundane natures. I want to illustrate the dangers of eldritch forces in both mental (sanity) and physical fashion and empower the players to bring the world back into order.
Help me out here and I'll post the microsystem I've kitbashed together from ogl sources (Trailblazer, Pathfinder, Iron Heroes, and 3.5) on this board, as well as my campaign notes in a semi-playable format.
Thanks in advance for your consideration.