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Limited magic campaign......has never failed yet!
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<blockquote data-quote="Sir ThornCrest" data-source="post: 2017142" data-attributes="member: 27532"><p><strong>Dr. Shaft..thats my point to much magic takes away from the skill based rogue etc.</strong></p><p></p><p>by 10th level divine/arcane/psionic </p><p>-who needs a rogue. Cast inviso if you need to sneak, teleport for travel, detect traps, read minds for info gather there is a spell for just about everything and this is casting a spell not playing not rolling the dice little to no interaction.</p><p></p><p>-who needs warriors, rangers, fighters? (in some cases) take a look at the 5th, 6th level astral constructs...they are devestating, summon monster 4,5 or 6th they get pretty damn good. Gate spell whatever you need most of the time there is a spell taylor made. You can beef up a lower level follower or your self for that matter. Cast spells to find people instead of actually using tracking, shadowing etc. I am not suggesting the ranger, rogue or fighter are worthless but their skills become unneeded as you progress to the higher level spells.</p><p></p><p>no magic campaigns not to much fun. To much magic is less fun, boring for many players. The balance is in the middle and having the pc's not cast spells to shape the worl;d the way they want it but rather have just a few magicals to empower them and make them something more than they already are, and thats the fantasy part of fantasy role playing. We dont play into epic levels for the reason its just to much. </p><p></p><p>Example of the campaign setting, at 5th level the party may have a total of: 1 bag of holding, thats old and ragedy looking. 3+2 arrows, 1 ring of fire protection, 1 wand of magic missiles 1x daily.</p><p></p><p>By tenth level a +3 sword (used to be int but jem was broken) a +2 axe, a +2 shield (use to be +4), a couple of wands, a couple of rings, a helm of telepathy (broken has limited usage) etc etc</p><p></p><p>so there is magic and it will make you stand out and empower you but its a less frequent and no spell casting pc's.....</p><p></p><p>Thorncrest</p></blockquote><p></p>
[QUOTE="Sir ThornCrest, post: 2017142, member: 27532"] [b]Dr. Shaft..thats my point to much magic takes away from the skill based rogue etc.[/b] by 10th level divine/arcane/psionic -who needs a rogue. Cast inviso if you need to sneak, teleport for travel, detect traps, read minds for info gather there is a spell for just about everything and this is casting a spell not playing not rolling the dice little to no interaction. -who needs warriors, rangers, fighters? (in some cases) take a look at the 5th, 6th level astral constructs...they are devestating, summon monster 4,5 or 6th they get pretty damn good. Gate spell whatever you need most of the time there is a spell taylor made. You can beef up a lower level follower or your self for that matter. Cast spells to find people instead of actually using tracking, shadowing etc. I am not suggesting the ranger, rogue or fighter are worthless but their skills become unneeded as you progress to the higher level spells. no magic campaigns not to much fun. To much magic is less fun, boring for many players. The balance is in the middle and having the pc's not cast spells to shape the worl;d the way they want it but rather have just a few magicals to empower them and make them something more than they already are, and thats the fantasy part of fantasy role playing. We dont play into epic levels for the reason its just to much. Example of the campaign setting, at 5th level the party may have a total of: 1 bag of holding, thats old and ragedy looking. 3+2 arrows, 1 ring of fire protection, 1 wand of magic missiles 1x daily. By tenth level a +3 sword (used to be int but jem was broken) a +2 axe, a +2 shield (use to be +4), a couple of wands, a couple of rings, a helm of telepathy (broken has limited usage) etc etc so there is magic and it will make you stand out and empower you but its a less frequent and no spell casting pc's..... Thorncrest [/QUOTE]
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