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Ideas for Tome of Magic II
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<blockquote data-quote="GreatLemur" data-source="post: 3286440" data-attributes="member: 28553"><p>Honestly, I think runes and magical tattoos are some of the most overplayed ideas in RPGs. But, admittedly, D&D v.3.5 hasn't had thorough treatments of either concept, yet.</p><p></p><p>Those both sound extremely interesting. Mechanical nightmares, probably, but my favorite ideas always are.</p><p></p><p>Yeah, that's probably the "new magic" direction I'm most interested in. I'd particularly like to see a system based around temporary biological self-enhancements, rather than turning into specific forms.</p><p></p><p>More Far Realm action would definitely be nice. I'd love to see a synergistic set of pseudonatural feats, rules for Wilbur Whatley-type unearthly hybrids, a base class version of the Alienist, etc.</p><p></p><p>I dig this idea a lot. It could include some new applications for Use Magic Device (which was always very much a magic-hacking skill) that include changing the way magic items <em>work</em>, dispel / counterspell / spell redirection abilities, cooperative metamagic (like, spells that don't do anything by themselves, but which enhance the effects of other casters' spells), maybe magic trap finding and disarmament, maybe construct-specific manipulation and domination abilities, and so on.</p><p></p><p>Also, I could definitely deal with a whole damned alchemy sourcebook, full of new craftable alchemical items, and maybe some support for the more transmutation-related nature of historical alchemy, possibly even a base class. Maybe it could also include rules for the magical properties of various rare materials, not just for alchemical purposes, but for spell-enhancing material components and XP-replacing magic item ingredients. You don't have to contrive reasons for a non-intelligent monster to be guarding a pile of treasure when its very carcass <em>is</em> a treasure.</p></blockquote><p></p>
[QUOTE="GreatLemur, post: 3286440, member: 28553"] Honestly, I think runes and magical tattoos are some of the most overplayed ideas in RPGs. But, admittedly, D&D v.3.5 hasn't had thorough treatments of either concept, yet. Those both sound extremely interesting. Mechanical nightmares, probably, but my favorite ideas always are. Yeah, that's probably the "new magic" direction I'm most interested in. I'd particularly like to see a system based around temporary biological self-enhancements, rather than turning into specific forms. More Far Realm action would definitely be nice. I'd love to see a synergistic set of pseudonatural feats, rules for Wilbur Whatley-type unearthly hybrids, a base class version of the Alienist, etc. I dig this idea a lot. It could include some new applications for Use Magic Device (which was always very much a magic-hacking skill) that include changing the way magic items [i]work[/i], dispel / counterspell / spell redirection abilities, cooperative metamagic (like, spells that don't do anything by themselves, but which enhance the effects of other casters' spells), maybe magic trap finding and disarmament, maybe construct-specific manipulation and domination abilities, and so on. Also, I could definitely deal with a whole damned alchemy sourcebook, full of new craftable alchemical items, and maybe some support for the more transmutation-related nature of historical alchemy, possibly even a base class. Maybe it could also include rules for the magical properties of various rare materials, not just for alchemical purposes, but for spell-enhancing material components and XP-replacing magic item ingredients. You don't have to contrive reasons for a non-intelligent monster to be guarding a pile of treasure when its very carcass [i]is[/i] a treasure. [/QUOTE]
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