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Campaign Setting/Adventure: Tethiala
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<blockquote data-quote="Dannyalcatraz" data-source="post: 5233378" data-attributes="member: 19675"><p>Interesting. Two things jump out at me as things you need to think about in depth.</p><p></p><p></p><p></p><p>This raises some questions:</p><p></p><ol> <li data-xf-list-type="ol">How do you enforce this rarity in PC design?</li> <li data-xf-list-type="ol">What happens if/when non-humans are found?</li> </ol><p></p><p>Games like <em>Stormbringer </em>are fairly human-centric, and the way they enforce this in the game is by making PC race selection somewhat randomized. IOW, you can only be a non-human if you roll that you can.</p><p></p><p>And as for arcane revelations? Well, some settings have a concept that has many names, like "the Veil"- the non-humans and most arcane things are simply protected by a magical veil of unbelief. Whatever is seen is transformed into something more believable. A Dragon who flies in and burns down a house will be transformed in the mind of witnesses as a shooting star or a lightning bolt that hit the house.</p><p></p><p></p><p></p><p>Again, this can be hard to enforce in a typical RPG.</p><ol> <li data-xf-list-type="ol">If magic is insanely rare, how do you control this in PC design?</li> <li data-xf-list-type="ol">If magic is insanely powerful, how do you model this in a game with a design goal of balance between the classes?</li> </ol><p></p><p>Even with rare magic, its still possible for PCs to have magic. But what if your players gravitate towards a predominance of magical classes? Especially considering the magic multiclassing rules.</p><p></p><p>Many settings (in fiction and in RPGS) with rare magic have as part of their backstory that the ability to do magic is something innate. Either you can do it or you can't...EVER. To model that, you might give a bonus feat at 1st level that can be used in any way, but if you go into a casting class, you must take a homebrew feat that represents this innate ability...maybe it grants a +1 to each of your casting stats?</p><p></p><p>In addition, with this in mind, you could have multiclassing into magical classes limited to occurring at 1st level only.</p><p></p><p>As for the<em> powerful</em> magic thing...I'm a bit stumped how you'd do this in 4Ed. Bonus spells? A wild-card die that boosts power occasionally?</p></blockquote><p></p>
[QUOTE="Dannyalcatraz, post: 5233378, member: 19675"] Interesting. Two things jump out at me as things you need to think about in depth. This raises some questions: [LIST=1] [*]How do you enforce this rarity in PC design? [*]What happens if/when non-humans are found? [/LIST] Games like [I]Stormbringer [/I]are fairly human-centric, and the way they enforce this in the game is by making PC race selection somewhat randomized. IOW, you can only be a non-human if you roll that you can. And as for arcane revelations? Well, some settings have a concept that has many names, like "the Veil"- the non-humans and most arcane things are simply protected by a magical veil of unbelief. Whatever is seen is transformed into something more believable. A Dragon who flies in and burns down a house will be transformed in the mind of witnesses as a shooting star or a lightning bolt that hit the house. Again, this can be hard to enforce in a typical RPG. [LIST=1] [*]If magic is insanely rare, how do you control this in PC design? [*]If magic is insanely powerful, how do you model this in a game with a design goal of balance between the classes? [/LIST] Even with rare magic, its still possible for PCs to have magic. But what if your players gravitate towards a predominance of magical classes? Especially considering the magic multiclassing rules. Many settings (in fiction and in RPGS) with rare magic have as part of their backstory that the ability to do magic is something innate. Either you can do it or you can't...EVER. To model that, you might give a bonus feat at 1st level that can be used in any way, but if you go into a casting class, you must take a homebrew feat that represents this innate ability...maybe it grants a +1 to each of your casting stats? In addition, with this in mind, you could have multiclassing into magical classes limited to occurring at 1st level only. As for the[I] powerful[/I] magic thing...I'm a bit stumped how you'd do this in 4Ed. Bonus spells? A wild-card die that boosts power occasionally? [/QUOTE]
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