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How do you handle the "economy killing spells" in your game?
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<blockquote data-quote="Fanaelialae" data-source="post: 7609255" data-attributes="member: 53980"><p>It's not changing the PHB fluff at all, just putting it into a particular context. </p><p></p><p>To quote the 5e PHB, page 65, "Druids are also concerned with the delicate ecological balance that sustains plant and animal life, and the need for civilized folk to live in harmony with nature, not in opposition to it."</p><p></p><p>The druids in my example setting are ensuring exactly that. Sure, it's not the bog-standard traditional contextualization of what a druid does, but it's not outside the scope of the class either.</p><p></p><p>If I was running this setting, a player could read the Druid class and have a solid idea of what a druid is and does. I could then explain to them that a large sect oversees civilization, as explained in my previous post, but that other sects exist. They could choose which sect to be with, or choose to be an independent.</p><p></p><p>Unlike changing the spells in question, which would almost certainly require modification of mechanics.</p></blockquote><p></p>
[QUOTE="Fanaelialae, post: 7609255, member: 53980"] It's not changing the PHB fluff at all, just putting it into a particular context. To quote the 5e PHB, page 65, "Druids are also concerned with the delicate ecological balance that sustains plant and animal life, and the need for civilized folk to live in harmony with nature, not in opposition to it." The druids in my example setting are ensuring exactly that. Sure, it's not the bog-standard traditional contextualization of what a druid does, but it's not outside the scope of the class either. If I was running this setting, a player could read the Druid class and have a solid idea of what a druid is and does. I could then explain to them that a large sect oversees civilization, as explained in my previous post, but that other sects exist. They could choose which sect to be with, or choose to be an independent. Unlike changing the spells in question, which would almost certainly require modification of mechanics. [/QUOTE]
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How do you handle the "economy killing spells" in your game?
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