Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Rocket your D&D 5E and Level Up: Advanced 5E games into space! Alpha Star Magazine Is Launching... Right Now!
Community
General Tabletop Discussion
*TTRPGs General
Making "Rare Magic" Work Without Changing Rules (Long)
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="The_Gneech" data-source="post: 2330819" data-attributes="member: 6779"><p>Well, part of it is just an exercise in "what-if," to see if it can be done and if so how to do it. And part of it is because I have a lazy bunch of players who don't want to learn new game systems. <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=";)" /> And part of it is because I'm lazy myself and don't want to learn a new game system either.</p><p></p><p></p><p></p><p>I wondered about that with the monk; but given that I've never actually see anyone play one, I wasn't sure if it'd be an issue.</p><p></p><p>The reason I picked sorcerers over wizards was for the slower spell progression and longer metamagic use times. Sorcerers still need to use material components, and spell books is where rituals come from. However, it may end up being better to toss both sorcerers and wizards and have all magic use the "ritual magic" model. (An expert with Spellcraft as a class skill could still make a pretty hefty sorcerer-in-practice, as opposed to sorcerer-in-class.)</p><p></p><p></p><p></p><p>Well, what magic item powers are you referring to? Most items are of the "+x to y stat" variety, which don't really to that much by way of flashy powers. Stuff like invisibility, flight, teleportation and the like, are precisely the kind of powers people usually don't have in a setting like this, so that when the rare character comes along who actually <em>has</em> a magic carpet or The Precious, it's a big deal and everybody notices. BAB inflation does make the lack of magic armor worrisome; implementing a class-based Defense bonus might ameliorate that a bit, tho.</p><p></p><p>As for item creation, that's a good point, although going by the model as originally posted, it would take a 19th level character to be a 10th level sorcerer. If you keep the standard GP cost for item creation but have considerably less treasure floating around, it's going to be a lot less appealing to tie up a lot of money into items. (Again, tho, if the sorcerer is also removed, item creation feats become a lot harder to come by.)</p><p></p><p> -The Gneech <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f60e.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":cool:" title="Cool :cool:" data-smilie="6"data-shortname=":cool:" /></p></blockquote><p></p>
[QUOTE="The_Gneech, post: 2330819, member: 6779"] Well, part of it is just an exercise in "what-if," to see if it can be done and if so how to do it. And part of it is because I have a lazy bunch of players who don't want to learn new game systems. ;) And part of it is because I'm lazy myself and don't want to learn a new game system either. I wondered about that with the monk; but given that I've never actually see anyone play one, I wasn't sure if it'd be an issue. The reason I picked sorcerers over wizards was for the slower spell progression and longer metamagic use times. Sorcerers still need to use material components, and spell books is where rituals come from. However, it may end up being better to toss both sorcerers and wizards and have all magic use the "ritual magic" model. (An expert with Spellcraft as a class skill could still make a pretty hefty sorcerer-in-practice, as opposed to sorcerer-in-class.) Well, what magic item powers are you referring to? Most items are of the "+x to y stat" variety, which don't really to that much by way of flashy powers. Stuff like invisibility, flight, teleportation and the like, are precisely the kind of powers people usually don't have in a setting like this, so that when the rare character comes along who actually [i]has[/i] a magic carpet or The Precious, it's a big deal and everybody notices. BAB inflation does make the lack of magic armor worrisome; implementing a class-based Defense bonus might ameliorate that a bit, tho. As for item creation, that's a good point, although going by the model as originally posted, it would take a 19th level character to be a 10th level sorcerer. If you keep the standard GP cost for item creation but have considerably less treasure floating around, it's going to be a lot less appealing to tie up a lot of money into items. (Again, tho, if the sorcerer is also removed, item creation feats become a lot harder to come by.) -The Gneech :cool: [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Making "Rare Magic" Work Without Changing Rules (Long)
Top