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General Tabletop Discussion
*TTRPGs General
granting spells to Divine and Wild adepts
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<blockquote data-quote="Fenris" data-source="post: 1748205" data-attributes="member: 2820"><p>Ok Wulf, I'll bite. Now I understand what you have said above. What I would like to see (in the classic GT theme of skulls, 1 to 3) is the RELATIVE spell levels that ought to be out there. Now yes I understand the "whim" of the DM etc and world specific blah blah blah. Got that. But an adept that has one spell may be fine for one game (lot o' talents for one spell) but where at the other end is a good mark. Obviously, having bought GT, I am interested in a low magic setting. But low-magic as we have seen is very subjective. I don't want the exponential spell power curve of core. And giving a too powerful spell is fun and gives a goal. But in a day to day situation, where should GT casters be? Now my whim places the spells in the PC's path, and I plan on it being a punctated equilibria of spell aquisition rather than a steady progression. But if I start a higher level campaign and I allow the characters to have "already" dicoverd some magic (or trained or what ever) what target should I shoot for (OK big target, a range-a spread) for spells. </p><p>one skull half class level (10th level hero has a 2nd and a few firsts)</p><p>two skulls class level (ie a 10th level hero has a 3rd, two 2nd and a few 1sts)</p><p></p><p>I am just looking for (and I think GlassJaw is as well) is a yardstick (sliding that it maybe) by which to start to decide how much magic to have, and I think to give the player a very general idea of the level of magic. Know in advance may save some kvetching later.</p><p>Thanks</p></blockquote><p></p>
[QUOTE="Fenris, post: 1748205, member: 2820"] Ok Wulf, I'll bite. Now I understand what you have said above. What I would like to see (in the classic GT theme of skulls, 1 to 3) is the RELATIVE spell levels that ought to be out there. Now yes I understand the "whim" of the DM etc and world specific blah blah blah. Got that. But an adept that has one spell may be fine for one game (lot o' talents for one spell) but where at the other end is a good mark. Obviously, having bought GT, I am interested in a low magic setting. But low-magic as we have seen is very subjective. I don't want the exponential spell power curve of core. And giving a too powerful spell is fun and gives a goal. But in a day to day situation, where should GT casters be? Now my whim places the spells in the PC's path, and I plan on it being a punctated equilibria of spell aquisition rather than a steady progression. But if I start a higher level campaign and I allow the characters to have "already" dicoverd some magic (or trained or what ever) what target should I shoot for (OK big target, a range-a spread) for spells. one skull half class level (10th level hero has a 2nd and a few firsts) two skulls class level (ie a 10th level hero has a 3rd, two 2nd and a few 1sts) I am just looking for (and I think GlassJaw is as well) is a yardstick (sliding that it maybe) by which to start to decide how much magic to have, and I think to give the player a very general idea of the level of magic. Know in advance may save some kvetching later. Thanks [/QUOTE]
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granting spells to Divine and Wild adepts
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