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<blockquote data-quote="mmadsen" data-source="post: 139111" data-attributes="member: 1645"><p>A common, but good, idea. Really though, whose players have ever believed that they were playing in a magic-free world? It's hard enough to surprise them with Cthulhu-esque horror when you set it up as a modern spy game; who's going to believe you're playing D&D without magic? <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p></p><p></p><p>Why are they suppressing magic? (That's a story in itself.)</p><p></p><p></p><p></p><p>How does it resemble the colonial age if the technology of that era doesn't exist? Tricorner hats? Tea and tobacco? Can they transport cash crops without advanced sailing ships and navigation?</p><p></p><p></p><p></p><p>Sweet. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> I'm with Rune; consider that idea stolen.</p><p></p><p>It reminds me of another "little change" that I forgot to mention:</p><ul> <li data-xf-list-type="ul">Replace scrolls with talismans (from Oriental Adventures).</li> <li data-xf-list-type="ul">Remove one-shot scrolls. Scrolls are no different from pages out of a spellbook. You can learn a spell from them, but they don't store any magic energy allowing you to cast from them.</li> <li data-xf-list-type="ul">Allow casters to cast directly out of a spellbook (or from a scroll) -- slowly, with a chance of error.</li> <li data-xf-list-type="ul">Remove charge-em-up wands, rods, and staves.</li> <li data-xf-list-type="ul">Have "preparing" a spell mean storing it in a wand/rod/staff or talisman instead of "hanging" it in memory. Taking a Wizard's staff away or breaking it means disarming him of his prepared spells (or most of them).</li> </ul><p></p><p></p><p></p><p>One oddity of RPGs in general is that monsters and animals casually fight to the death. I guess part of that is a result of another RPG oddity: monsters tend to get assaulted out of nowhere while in a tiny locked room.</p><p></p><p></p><p></p><p>That's one of the great things about Pendragon: the campaign is supposed to last for decades, with just one adventure per year (in the summer, when the weather's good), and your character raises a family. You expect to die, if only of old age, so passing the mantle to your son comes naturally. Who needs resurrection? It's all in the family.</p><p></p><p></p><p></p><p>Good point. People do tend to overlook flora. And there's more to exotic plantlife than carniverous plants.</p><p></p><p></p><p></p><p>That's a nice bit of flavor.</p><p></p><p></p><p></p><p>"Friendly" undead are certainly unusual. Nice twist.</p><p></p><p></p><p></p><p>One of the strength of Kalamar, from what I've heard, is that the gods have different names in different cultures. Perfectly naturaly, yet no one had done it before.</p><p></p><p></p><p></p><p>I strongly endorse non-miracle healing.</p></blockquote><p></p>
[QUOTE="mmadsen, post: 139111, member: 1645"] A common, but good, idea. Really though, whose players have ever believed that they were playing in a magic-free world? It's hard enough to surprise them with Cthulhu-esque horror when you set it up as a modern spy game; who's going to believe you're playing D&D without magic? ;) Why are they suppressing magic? (That's a story in itself.) How does it resemble the colonial age if the technology of that era doesn't exist? Tricorner hats? Tea and tobacco? Can they transport cash crops without advanced sailing ships and navigation? Sweet. :) I'm with Rune; consider that idea stolen. It reminds me of another "little change" that I forgot to mention: [List] [*]Replace scrolls with talismans (from Oriental Adventures). [*]Remove one-shot scrolls. Scrolls are no different from pages out of a spellbook. You can learn a spell from them, but they don't store any magic energy allowing you to cast from them. [*]Allow casters to cast directly out of a spellbook (or from a scroll) -- slowly, with a chance of error. [*]Remove charge-em-up wands, rods, and staves. [*]Have "preparing" a spell mean storing it in a wand/rod/staff or talisman instead of "hanging" it in memory. Taking a Wizard's staff away or breaking it means disarming him of his prepared spells (or most of them). [/List] One oddity of RPGs in general is that monsters and animals casually fight to the death. I guess part of that is a result of another RPG oddity: monsters tend to get assaulted out of nowhere while in a tiny locked room. That's one of the great things about Pendragon: the campaign is supposed to last for decades, with just one adventure per year (in the summer, when the weather's good), and your character raises a family. You expect to die, if only of old age, so passing the mantle to your son comes naturally. Who needs resurrection? It's all in the family. Good point. People do tend to overlook flora. And there's more to exotic plantlife than carniverous plants. That's a nice bit of flavor. "Friendly" undead are certainly unusual. Nice twist. One of the strength of Kalamar, from what I've heard, is that the gods have different names in different cultures. Perfectly naturaly, yet no one had done it before. I strongly endorse non-miracle healing. [/QUOTE]
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