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How is YOUR Forgotten Realms Different?
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<blockquote data-quote="The Levitator" data-source="post: 2814347" data-attributes="member: 40099"><p>Our FR world is pretty much un-FR like. It's a fairly low-magic world, with a very low frequency of low powered magic items although we MW items are pretty common for those who can afford them (this would include the players who are the heroes of the story). We've created some houserules that make spellcasters more rare, but more powerful. </p><p></p><p>Magical items have an instability built into them that gives them the chance of reacting to other magical items already bonded to you. Each time you acquire a new magical item, there's a 20% that the new magic item will react with 1 you already possess. 1 of 3 things happen; either the new item explodes, doing 1d6/1000gp value of the item, or 1 of the items drains the power of the other, making the drained item non-magical while making the draining item even more powerful. or it releases its energy harmlessly back to the weave. Spellcasters have the ability to notice disharmony between items long before they react, giving them time to separate the items. </p><p></p><p>Combat is much more diverse as we've incorporated many variants including the Opposed Roll variant, the Clobbered variant, ArmorDR variants and several things from Iron Heroes like Attack/Defense Challenges, Stunts, and Tokens. At the same time, sorcerers get more slots per day (+1 per level per slot) and Wizards Spellcasters have the recover slots in half the normal time. The tradeoff is that spellcasters gain EXP at 80% of other classes.</p><p></p><p></p><p>Religion is faith-based in our version of FR, with no known existence of the gods (they intervene, but anonymously). This gives favor to the faithful. Clerics don't know how or why their prayers work, just that they do. Healing is also much more miraculous in our world. I've developed a healing rate chart. There are 5 levels of recovery rate for potions or prayers, depending on the cleric's level. 1-4th lvl. clerics can heal at the rate of 1 HP/8 rds. 5-8th lvl. clerics heal at the rate of 1 HP/4 rds. 9-12th clerics heal at the rate of 1 HP/2 rds. 13-16th clerics heal at the rate of 1 HP/rd. and 17-20th heal at the rate of 2 HP/rd. Potions are more expensive in relation to the cleric that created them. The lack of "instant heal powerups" make combat more dicey and dangerous, and really encourages strategy and planning over just kicking the doors in with potions strapped to your chest. I should also mention that there is no Resurrection either.</p><p></p><p>I've left the epic and uberfantastical stuff alone for the most part. I just wanted magic to be rare, unstable and precious in my world. I think I'm biased because I'm a professional magician in real life. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p></blockquote><p></p>
[QUOTE="The Levitator, post: 2814347, member: 40099"] Our FR world is pretty much un-FR like. It's a fairly low-magic world, with a very low frequency of low powered magic items although we MW items are pretty common for those who can afford them (this would include the players who are the heroes of the story). We've created some houserules that make spellcasters more rare, but more powerful. Magical items have an instability built into them that gives them the chance of reacting to other magical items already bonded to you. Each time you acquire a new magical item, there's a 20% that the new magic item will react with 1 you already possess. 1 of 3 things happen; either the new item explodes, doing 1d6/1000gp value of the item, or 1 of the items drains the power of the other, making the drained item non-magical while making the draining item even more powerful. or it releases its energy harmlessly back to the weave. Spellcasters have the ability to notice disharmony between items long before they react, giving them time to separate the items. Combat is much more diverse as we've incorporated many variants including the Opposed Roll variant, the Clobbered variant, ArmorDR variants and several things from Iron Heroes like Attack/Defense Challenges, Stunts, and Tokens. At the same time, sorcerers get more slots per day (+1 per level per slot) and Wizards Spellcasters have the recover slots in half the normal time. The tradeoff is that spellcasters gain EXP at 80% of other classes. Religion is faith-based in our version of FR, with no known existence of the gods (they intervene, but anonymously). This gives favor to the faithful. Clerics don't know how or why their prayers work, just that they do. Healing is also much more miraculous in our world. I've developed a healing rate chart. There are 5 levels of recovery rate for potions or prayers, depending on the cleric's level. 1-4th lvl. clerics can heal at the rate of 1 HP/8 rds. 5-8th lvl. clerics heal at the rate of 1 HP/4 rds. 9-12th clerics heal at the rate of 1 HP/2 rds. 13-16th clerics heal at the rate of 1 HP/rd. and 17-20th heal at the rate of 2 HP/rd. Potions are more expensive in relation to the cleric that created them. The lack of "instant heal powerups" make combat more dicey and dangerous, and really encourages strategy and planning over just kicking the doors in with potions strapped to your chest. I should also mention that there is no Resurrection either. I've left the epic and uberfantastical stuff alone for the most part. I just wanted magic to be rare, unstable and precious in my world. I think I'm biased because I'm a professional magician in real life. :D [/QUOTE]
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