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[Kobold Press] Deep Magic 2 for 5E Kickstarter is Live!
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<blockquote data-quote="humble minion" data-source="post: 8940494" data-attributes="member: 5948"><p>In some previous KP products they've had feats or feat chains for runic or hieroglyphic or angelic etc magic that gave magical or quasi-magical effects, and some spells that come tagged as belonging to one style of magic or another (from memory, there's no particular special rules around accessing them and they just get added to class spell lists as normal, but it does aid in being thematic). This is stuff that's intended to make sense as an in-world magical tradition, not be an entirely new mechanical toolkit for character building.</p><p></p><p>To be honest, none of these mechanics have really ever hit the mark for me. The feats tend to be underpowered (and in 5e PCs find feats so scarce that they're unlikely to be able to delve deep into a feat chain anyway) although if Black Flag changes the feat/ASI rules this may change. And KP spells generally trend a bit underwhelming too. Not to say they're all underpowered - when you release 700 spells in a single product like they did in Deep Magic 1 there's going to be some good options, and even some wildly overpowered ones. But they do trend towards the lower end of the spectrum.</p><p></p><p>Labyrinth magic was one i really liked the sound of, for instance. It's been released in slightly different forms in several products, and there's now cleric, sorcerer, and wizard subclasses for it, and a dozen-odd spells if you want to lean hard into the theme. But most of the spells are underwhelming in terms of power, and many of them (and the subclass features) are about enhancing your horn attacks. Which is a) not great if you're not a minotaur, and b) not a healthy strategy for wizards and sorcerers who probably want to stay out of melee combat. So it's a bit of a head-scratcher really.</p></blockquote><p></p>
[QUOTE="humble minion, post: 8940494, member: 5948"] In some previous KP products they've had feats or feat chains for runic or hieroglyphic or angelic etc magic that gave magical or quasi-magical effects, and some spells that come tagged as belonging to one style of magic or another (from memory, there's no particular special rules around accessing them and they just get added to class spell lists as normal, but it does aid in being thematic). This is stuff that's intended to make sense as an in-world magical tradition, not be an entirely new mechanical toolkit for character building. To be honest, none of these mechanics have really ever hit the mark for me. The feats tend to be underpowered (and in 5e PCs find feats so scarce that they're unlikely to be able to delve deep into a feat chain anyway) although if Black Flag changes the feat/ASI rules this may change. And KP spells generally trend a bit underwhelming too. Not to say they're all underpowered - when you release 700 spells in a single product like they did in Deep Magic 1 there's going to be some good options, and even some wildly overpowered ones. But they do trend towards the lower end of the spectrum. Labyrinth magic was one i really liked the sound of, for instance. It's been released in slightly different forms in several products, and there's now cleric, sorcerer, and wizard subclasses for it, and a dozen-odd spells if you want to lean hard into the theme. But most of the spells are underwhelming in terms of power, and many of them (and the subclass features) are about enhancing your horn attacks. Which is a) not great if you're not a minotaur, and b) not a healthy strategy for wizards and sorcerers who probably want to stay out of melee combat. So it's a bit of a head-scratcher really. [/QUOTE]
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[Kobold Press] Deep Magic 2 for 5E Kickstarter is Live!
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