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'low fantasy' vs Druids: need help!
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<blockquote data-quote="Herzog" data-source="post: 4811631" data-attributes="member: 25696"><p>I don't want to go through all the details, but let me give a bit more info to explain:</p><p></p><p>1. The campaign is a 'time' campaign. While we keep the same characters, after every adventure/mini-campaign we skipt to new incarnations of ourselves, a few hundred or even thousand years into the future. We started out as neantherthals, and have now arrived at 23 BC.</p><p>As the ages go by, more powerfull equipment (bows! swords! metal armor! and someday maybe even crossbows!) becomes available, as well as other options (writing! what a novel idea....)</p><p>Originally, only barbarian and Druid where allowed. In hindsight, the Druid was probably a bad idea. By now, everything but the Paladin and Wizard class is allowed.</p><p>2. Every adventure/mini-campaign is DM-ed by a different person, whose character is 'skipped' for that time-period, or who is put into the background.</p><p>3. We try to 'mimic' historic earth, as in we use real-world background or timelines to integrate into our own adventures (such as the conquering of europe by Julius Ceasar)</p><p></p><p>Some of the problems we now have are caused by the fact that we are not all on the same line. While some of us viewed the campaign as 'history as we know it but with magic', others intended to eventually get rid of magic altogether. The generic consensus now is that we attempt to use any magic available to our characters in a way that may be seen as historically consistent. (NB: wichcraft, druidic rites, manipulation of nature, mind-tricks, powders and/or poisons with 'special' effects, etc.)</p><p></p><p>However, as said, the latter is more easily accomplished for druidic spells (manipulate nature? sure! here's some brambles for you!) than, let's say, bard spells (the spell description says light springs out of my hand. how the **** am I going to explain that in a historically accurate manner)</p><p></p><p>Saying that the players of the Druid acknowledge the problem as well is maybe stretching it a bit. One of them does, and has purposely switched to a PrC right now that will no longer give him additional spells, and is very conservative with his spells and shapechange anyway. The other, however, doesn't seem to see the problem, and seems to think we are trying to punish her for playing a powerfull class. We've already had one disagreement stemming from this, and I'm afraid it's not going to be the last one.</p><p></p><p>O well, maybe you're all correct and we need to re-evaluate the entire campaign, maybe starting the next phase with non-magical classes.....</p></blockquote><p></p>
[QUOTE="Herzog, post: 4811631, member: 25696"] I don't want to go through all the details, but let me give a bit more info to explain: 1. The campaign is a 'time' campaign. While we keep the same characters, after every adventure/mini-campaign we skipt to new incarnations of ourselves, a few hundred or even thousand years into the future. We started out as neantherthals, and have now arrived at 23 BC. As the ages go by, more powerfull equipment (bows! swords! metal armor! and someday maybe even crossbows!) becomes available, as well as other options (writing! what a novel idea....) Originally, only barbarian and Druid where allowed. In hindsight, the Druid was probably a bad idea. By now, everything but the Paladin and Wizard class is allowed. 2. Every adventure/mini-campaign is DM-ed by a different person, whose character is 'skipped' for that time-period, or who is put into the background. 3. We try to 'mimic' historic earth, as in we use real-world background or timelines to integrate into our own adventures (such as the conquering of europe by Julius Ceasar) Some of the problems we now have are caused by the fact that we are not all on the same line. While some of us viewed the campaign as 'history as we know it but with magic', others intended to eventually get rid of magic altogether. The generic consensus now is that we attempt to use any magic available to our characters in a way that may be seen as historically consistent. (NB: wichcraft, druidic rites, manipulation of nature, mind-tricks, powders and/or poisons with 'special' effects, etc.) However, as said, the latter is more easily accomplished for druidic spells (manipulate nature? sure! here's some brambles for you!) than, let's say, bard spells (the spell description says light springs out of my hand. how the **** am I going to explain that in a historically accurate manner) Saying that the players of the Druid acknowledge the problem as well is maybe stretching it a bit. One of them does, and has purposely switched to a PrC right now that will no longer give him additional spells, and is very conservative with his spells and shapechange anyway. The other, however, doesn't seem to see the problem, and seems to think we are trying to punish her for playing a powerfull class. We've already had one disagreement stemming from this, and I'm afraid it's not going to be the last one. O well, maybe you're all correct and we need to re-evaluate the entire campaign, maybe starting the next phase with non-magical classes..... [/QUOTE]
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