Psion said:
After Second World Sourcebook, I had already done that. Surprised you hadn't...
In my last campaign (which lasted for about two years) I went without defense bonuses. In part because it was almost all on the fantasy side and I wanted compatibility, and part because many of the players were either new to d20 or new to gaming in general and I wanted them to acclimate via the rules in their PHBs.
Also, I'm still a bit worried about escalating AC's even after merging out some of the bonuses. During the mid-levels I could see AC outstripping attack and slowing down the game. In retrospect that wouldn't have been a problem since I don't think any of my wussy players wore anything heavier than a chain shirt. But, had I been playing with my old group, I would have suffered...
One thing I hope for 4th edition is that class defense bonuses and special abilities like feats at each level becomes the standard in D&D because that makes it a lot easier to choose what level of magic, and other stuff, you want in your game.
Wulf Ratbane said:
Gosh, there are a lot of resources for spells out there. One part of me wants to write all new "Grim" spells, but another part of me says that within the various iterations of spell statblocks, is there really that much room left to innovate? There are a LOT of spells out there already-- I feel I'd only be changing the flavor text.
Wulf
That's very true. My problem is that they're all designed to balance against invisibility at level 2 and detect evil at level 1. What I should do is have a list of all of them then go through and assign new levels and categories (and delete some) according to the campaign style. But I'd prefer to pay someone else to do that
Another thing is that I enjoy having different flavors of magic. I like the way you have spells last until sunrise or sunset, or the next moon, in Ars Magica--that just feels more fantastic.
The problem with that is that I need to go out and buy a 200+ page campaign book to get the 30 or so pages of new magic system when what I really want is a small collection of 200+ page magic systems to import into my campaigns as I see fit.
Right now I think Elements of Magic and Codex Mysterium are the only books that do that. And the sad thing is that I occasionally see these posts where people complain that we don't need another magic system. What I don't need is another 30 page, underdeveloped magic system; but I'd love some fully developed ones.
Unfortunately of course, I don't know if the market would support it. Anyway, you'll get at least one sale should a Grim Magic rear its hoary head.