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Curiosity will probably kill me, but…
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<blockquote data-quote="Yair" data-source="post: 2681161" data-attributes="member: 10913"><p>I'll bite.</p><p></p><p></p><p>Hmmm, I don't really see this as a problem. High level characters typically do have cool powers. I can't really think of a high-level D&D character without thinking of some cool powers he has (sometimes due to magic items, but hey).</p><p></p><p>Mmmm.... again, not a problem for me. If I want a lower power level, I just lower thge advancement rate and play at lower levels. I don't have a problem with the power of high-level characters being awesome, they are high-level characters.</p><p></p><p>What makes it "low", then? It isn't "rare" apparently, nor "weak", I don't get it.</p><p>I like a setting where magic is rare, abolished, dangerous, risky, and powerful... like the Iron Heroes hype, really. Failing that, I want magic that is predictable and part and parcel of the gameworld, like in D&D but with a world that is self-consistent (like Eberron tries to be).</p><p></p><p></p><p>I agree. I am even against minor divinations, like detect poison or evil; the world is just a far more frightening, uncertain, and hence - interesting place without them.</p><p></p><p>Your PLAYER expects you to raise him <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite9" alt=":eek:" title="Eek! :eek:" loading="lazy" data-shortname=":eek:" /> ?!!</p><p>Kidding aside, I'm torn on that. On the one hand, being able to raise dead cheapens life. On the other it allows the players to keep playing the characters they love. Ultimately, I think it's a good thing but should be properly incorporated into the setting and ways to circumvent raising (destrying/capturing the soul) should be kept in mind.</p><p></p><p>That is, indeed, a problem. That's why I prefer a rare magic world. </p><p>I also like <em>subtle</em> magic, especially for divine magic. I have toyed with the idea that clerics/priests have powerful buffing spells, but these provide only (unseen) bonuses - such as a +2 morale bonus to saves, a +4 sacred bonus to damage, and so on. </p><p>Scratching off every divination and evocation spell from your world's spell lists will do wonders towards making your spellcasters more "classic" in feel - summoning beasties, turning people to stone, and so on.</p></blockquote><p></p>
[QUOTE="Yair, post: 2681161, member: 10913"] I'll bite. Hmmm, I don't really see this as a problem. High level characters typically do have cool powers. I can't really think of a high-level D&D character without thinking of some cool powers he has (sometimes due to magic items, but hey). Mmmm.... again, not a problem for me. If I want a lower power level, I just lower thge advancement rate and play at lower levels. I don't have a problem with the power of high-level characters being awesome, they are high-level characters. What makes it "low", then? It isn't "rare" apparently, nor "weak", I don't get it. I like a setting where magic is rare, abolished, dangerous, risky, and powerful... like the Iron Heroes hype, really. Failing that, I want magic that is predictable and part and parcel of the gameworld, like in D&D but with a world that is self-consistent (like Eberron tries to be). I agree. I am even against minor divinations, like detect poison or evil; the world is just a far more frightening, uncertain, and hence - interesting place without them. Your PLAYER expects you to raise him :eek: ?!! Kidding aside, I'm torn on that. On the one hand, being able to raise dead cheapens life. On the other it allows the players to keep playing the characters they love. Ultimately, I think it's a good thing but should be properly incorporated into the setting and ways to circumvent raising (destrying/capturing the soul) should be kept in mind. That is, indeed, a problem. That's why I prefer a rare magic world. I also like [i]subtle[/i] magic, especially for divine magic. I have toyed with the idea that clerics/priests have powerful buffing spells, but these provide only (unseen) bonuses - such as a +2 morale bonus to saves, a +4 sacred bonus to damage, and so on. Scratching off every divination and evocation spell from your world's spell lists will do wonders towards making your spellcasters more "classic" in feel - summoning beasties, turning people to stone, and so on. [/QUOTE]
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