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Maybe this is where the magic went...(Forked Thread: Where Has All the Magic Gone?)
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<blockquote data-quote="CruelSummerLord" data-source="post: 4587970" data-attributes="member: 48692"><p>Hence why my ideal game would be a hybrid of all three editions, with the 3E skill system and feats being combined with the 1E attack tables, saving throws and combat system, and the 2E rules for specialized wizards and THACOS. </p><p> </p><p>That was what I truly hated about 3E, the sense that you specifically <strong>needed </strong>to play with the Christmas tree effect to maintain play balance. I personally couldn't stand it. </p><p> </p><p>And, as I believe I said, if you houserule it so characters can't access most of the magic item-crafting feats until 16th-18th level, that means very few wizards or priests will have any capacity whatsoever to make permanent magical items. Very few PCs would have the chance to reach such a level, and so they can't make the magic items themselves, and there are no wizards of sufficiently high level to make the items for them, the magic items they do have become that much more important. </p><p> </p><p>And that money can have tangible role-playing rewards in getting access to more powerful movers and shakers in the setting, impressing the barmaids, building a player's own keeps or armies, buying new spells and skills, financing causes near and dear to the character's heart (if you're playing the Temple of Elemental Evil module, your players might decide to give a fair amount of their excess coin to fund the construction of the local garrison fort, which can have major ramifications down the road...</p><p> </p><p>Again, a creative approach can be found to divest yourself of that excess coinage, if it's burning a hole in your pouch.</p></blockquote><p></p>
[QUOTE="CruelSummerLord, post: 4587970, member: 48692"] Hence why my ideal game would be a hybrid of all three editions, with the 3E skill system and feats being combined with the 1E attack tables, saving throws and combat system, and the 2E rules for specialized wizards and THACOS. That was what I truly hated about 3E, the sense that you specifically [B]needed [/B]to play with the Christmas tree effect to maintain play balance. I personally couldn't stand it. And, as I believe I said, if you houserule it so characters can't access most of the magic item-crafting feats until 16th-18th level, that means very few wizards or priests will have any capacity whatsoever to make permanent magical items. Very few PCs would have the chance to reach such a level, and so they can't make the magic items themselves, and there are no wizards of sufficiently high level to make the items for them, the magic items they do have become that much more important. And that money can have tangible role-playing rewards in getting access to more powerful movers and shakers in the setting, impressing the barmaids, building a player's own keeps or armies, buying new spells and skills, financing causes near and dear to the character's heart (if you're playing the Temple of Elemental Evil module, your players might decide to give a fair amount of their excess coin to fund the construction of the local garrison fort, which can have major ramifications down the road... Again, a creative approach can be found to divest yourself of that excess coinage, if it's burning a hole in your pouch. [/QUOTE]
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Maybe this is where the magic went...(Forked Thread: Where Has All the Magic Gone?)
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