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General Tabletop Discussion
*Pathfinder & Starfinder
Low wealth and mysterious magic
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<blockquote data-quote="Somebloke" data-source="post: 5061511" data-attributes="member: 67268"><p>Debatable. Players not being able to use magic as a tool will lessen its homeliness. Likewise if only non-PCs are casters then the players will never be sure of what to expect. Both would help to add to the mystery- Think of <em>A Song of Ice and Fire</em> for an example. </p><p> </p><p>As for the rewards system, I've been using the alternate DMG II system, incorporating magic into the rewards- but in a way that the party really do not know what they are getting themselves into. The party fighter is recieving Joan-of-Arc style visions; the ranger has been willingly infected by something called an 'Elf-Tree' which appears to be reducing him to a feral state and so on. No magic items- well, there are artifacts being used, but they provide the same sort of bonus as mundane artifacts that have personal significance, suggesting that the magic is in fact entirely in the party's mind. The players love it- it immerses them in the campaign world and rewards roleplaying. They certainly don't feel neglected or lacking choice.</p></blockquote><p></p>
[QUOTE="Somebloke, post: 5061511, member: 67268"] Debatable. Players not being able to use magic as a tool will lessen its homeliness. Likewise if only non-PCs are casters then the players will never be sure of what to expect. Both would help to add to the mystery- Think of [I]A Song of Ice and Fire[/I] for an example. As for the rewards system, I've been using the alternate DMG II system, incorporating magic into the rewards- but in a way that the party really do not know what they are getting themselves into. The party fighter is recieving Joan-of-Arc style visions; the ranger has been willingly infected by something called an 'Elf-Tree' which appears to be reducing him to a feral state and so on. No magic items- well, there are artifacts being used, but they provide the same sort of bonus as mundane artifacts that have personal significance, suggesting that the magic is in fact entirely in the party's mind. The players love it- it immerses them in the campaign world and rewards roleplaying. They certainly don't feel neglected or lacking choice. [/QUOTE]
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