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*TTRPGs General
Epic spells and the Epic Caster (unfair balence of power?)
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<blockquote data-quote="Chromnos" data-source="post: 262768" data-attributes="member: 5696"><p>You don't have to munchkin rules. You just make it a story element. Idiot proofing games always makes them less fun because you have to spank the characters to make things work.</p><p></p><p>I submit that XP is not the only way to get a spell caster to hesitate in creating a world destroying spell.</p><p></p><p>For example, I'll pose the spell component limitation and use an example in fiction to illustrate. </p><p></p><p>We'll call the spell "grant dominion over life and death." We'll say that the spell components are Terry Goodkind's three boxes of Orden (in this case, unique magic items) and the book of Shadows. Further, we add the limitation that each box must be arranged in a certain fashion after a very involved incantation and ritual. Further, the correct instructions for the spell's finish (the opening of the right box) are contained within the book. With only the three boxes, the spell can be started, but there is no assurance of proper completion without the book. Of course, proper completion of the spell would grant ultimate power and immortality (control over life and death). Which may prompt someone to take the 1 in 3 chance anyway. So you add another constraint- improper completion would result in either the death of the caster or the death of the world.</p><p></p><p>Now talk about an epic spell!</p><p></p><p>But also think a little bit about the hows and whys and who's jealous. If anyone in the campaign actually got all three boxes of Orden almost everyone would be out to stop him (even if he didn't intend to use them). How can you trust anyone with so much power? </p><p></p><p>The same would be true with any components that, when combined by someone with the power, could destroy the world, himself or make him the lord of all.</p><p></p><p>Second, components are just an example. Higher power levels raise the stakes but they don't alter the fundamentals of play. If your setting can get trashed by epic level characters maybe you'd better evolve your setting rather than trying to fit your characters into a setting one size too small. Story elements are always the best and most enjoyable ways to make a system work. If you enforce a handicap, it just chafes.</p><p></p><p>-C</p></blockquote><p></p>
[QUOTE="Chromnos, post: 262768, member: 5696"] You don't have to munchkin rules. You just make it a story element. Idiot proofing games always makes them less fun because you have to spank the characters to make things work. I submit that XP is not the only way to get a spell caster to hesitate in creating a world destroying spell. For example, I'll pose the spell component limitation and use an example in fiction to illustrate. We'll call the spell "grant dominion over life and death." We'll say that the spell components are Terry Goodkind's three boxes of Orden (in this case, unique magic items) and the book of Shadows. Further, we add the limitation that each box must be arranged in a certain fashion after a very involved incantation and ritual. Further, the correct instructions for the spell's finish (the opening of the right box) are contained within the book. With only the three boxes, the spell can be started, but there is no assurance of proper completion without the book. Of course, proper completion of the spell would grant ultimate power and immortality (control over life and death). Which may prompt someone to take the 1 in 3 chance anyway. So you add another constraint- improper completion would result in either the death of the caster or the death of the world. Now talk about an epic spell! But also think a little bit about the hows and whys and who's jealous. If anyone in the campaign actually got all three boxes of Orden almost everyone would be out to stop him (even if he didn't intend to use them). How can you trust anyone with so much power? The same would be true with any components that, when combined by someone with the power, could destroy the world, himself or make him the lord of all. Second, components are just an example. Higher power levels raise the stakes but they don't alter the fundamentals of play. If your setting can get trashed by epic level characters maybe you'd better evolve your setting rather than trying to fit your characters into a setting one size too small. Story elements are always the best and most enjoyable ways to make a system work. If you enforce a handicap, it just chafes. -C [/QUOTE]
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Epic spells and the Epic Caster (unfair balence of power?)
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