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Injecting Magic into an (almost) no magic campaign setting
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<blockquote data-quote="Hautamaki" data-source="post: 5524949" data-attributes="member: 42219"><p>Thanks for the thoughts Gilladian. At this point only one player has expressed any interest at all in magic, but if it turns out that the other players' interest is perked, other rings can certainly be found. As far as balance goes, the powers are really not actually more powerful than standard attack actions these players can currently do. I use slightly larger numbers for everything than D&D, mostly because that way you can scale things more precisely.</p><p></p><p>Also, the way magic die work players will really only be able to use about 3 powers a day on average, and if they push their luck at least one of those is likely to be a failure. Right now the players are averaging about 4 encounters per day when out exploring, so I don't think this will significantly affect the balance. What we have found is that a few of the characters which got significantly luckier on character creation and level-up rolls are starting to dominate combat, so what I'm really hoping happens is the ring is given to one of the weaker characters to bring them up to speed.</p><p></p><p>In any case, the system isn't like 3rd edition or AD&D where all fighters do is swing their weapon and the only tactical choice is which enemy to charge first. All characters have access to a myriad of special attacks that add a lot of tactical depth to combat, so throwing the ring in won't result in a single character suddenly having exponentially more combat depth of choice than before.</p></blockquote><p></p>
[QUOTE="Hautamaki, post: 5524949, member: 42219"] Thanks for the thoughts Gilladian. At this point only one player has expressed any interest at all in magic, but if it turns out that the other players' interest is perked, other rings can certainly be found. As far as balance goes, the powers are really not actually more powerful than standard attack actions these players can currently do. I use slightly larger numbers for everything than D&D, mostly because that way you can scale things more precisely. Also, the way magic die work players will really only be able to use about 3 powers a day on average, and if they push their luck at least one of those is likely to be a failure. Right now the players are averaging about 4 encounters per day when out exploring, so I don't think this will significantly affect the balance. What we have found is that a few of the characters which got significantly luckier on character creation and level-up rolls are starting to dominate combat, so what I'm really hoping happens is the ring is given to one of the weaker characters to bring them up to speed. In any case, the system isn't like 3rd edition or AD&D where all fighters do is swing their weapon and the only tactical choice is which enemy to charge first. All characters have access to a myriad of special attacks that add a lot of tactical depth to combat, so throwing the ring in won't result in a single character suddenly having exponentially more combat depth of choice than before. [/QUOTE]
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