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My problem with the "standard" level of magic
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<blockquote data-quote="reanjr" data-source="post: 1691975" data-attributes="member: 20740"><p><strong>One way</strong></p><p></p><p>A couple of ideas to throw around.</p><p></p><p> - PCs are special. They (and some special NPCs) are the only ones who gain those kinds of powers in general. Hedge wizardry may or may not be common.</p><p></p><p> - Prestige class for solving magical crimes is almost a necessity. Players don't even have to know about it, but the class should have divinations and magic suppressing abilities (or spells) at their disposal. This way, the uber-powerful PC wizard can't commit crimes with the use of Alter Self and Invisibility with impunity. Every once in a while may not be enough to get the Magic Police looking, but repeat offenders are sure to draw their attention.</p><p></p><p> - Punishment. To go hand in hand with the previous paragraph. Again, PC abuse of a world like this is the main concern. When they do abuse the system (and they will at some point), punish them accordingly. The Magic Police might place the character in an 5ft. thick antimagicked steel room, naked. Have the character there for at least a full adventure. Make up an NPC for him to play while his character is imprisoned (lower level). By the time he gets out he has missed out on treasure/XP for an adventure. For more serious offenses, cut out his tongue, break his fingers or cut his hands off (these are only appropriate for higher-level campaigns where the wizard can get a regenerate cast on him). Execution should probably out of the question. But just as a car used in a crime (or just used by a criminal) can be taken by the police, the Magic Police might take magic items away and destroy them. It's important that they are destroyed or some PC is going to go looking for them or use some spell combo to get it back.</p><p></p><p> - Divinations. Big problem here. Some groups, upon getting Find the Path, Commune, Divination and the like can't even make a decision anymore without consulting spells for guidance. First try to push them away from the problem by having the enemy use the same spells on them. If that doesn't get your attention, then maybe the gods have a problem with mortals mettling with powerful divinations on a day to day basis. They start to influence the divinations to not show incorrect, but misleading information. Also, spells like Mind Blank can be used. This can backfire, though. A recent game I played in, the players cast Mind Blank EVERY SINGLE GOD DAMNED DAY ON EVERY SINGLE PARTY MEMBER!! Anyway...</p><p></p><p> - If you really want to limit magic, make the offending classes prestige classes. This at least doesn't really change the infrastructure of the rules, it just limits what can be done.</p></blockquote><p></p>
[QUOTE="reanjr, post: 1691975, member: 20740"] [b]One way[/b] A couple of ideas to throw around. - PCs are special. They (and some special NPCs) are the only ones who gain those kinds of powers in general. Hedge wizardry may or may not be common. - Prestige class for solving magical crimes is almost a necessity. Players don't even have to know about it, but the class should have divinations and magic suppressing abilities (or spells) at their disposal. This way, the uber-powerful PC wizard can't commit crimes with the use of Alter Self and Invisibility with impunity. Every once in a while may not be enough to get the Magic Police looking, but repeat offenders are sure to draw their attention. - Punishment. To go hand in hand with the previous paragraph. Again, PC abuse of a world like this is the main concern. When they do abuse the system (and they will at some point), punish them accordingly. The Magic Police might place the character in an 5ft. thick antimagicked steel room, naked. Have the character there for at least a full adventure. Make up an NPC for him to play while his character is imprisoned (lower level). By the time he gets out he has missed out on treasure/XP for an adventure. For more serious offenses, cut out his tongue, break his fingers or cut his hands off (these are only appropriate for higher-level campaigns where the wizard can get a regenerate cast on him). Execution should probably out of the question. But just as a car used in a crime (or just used by a criminal) can be taken by the police, the Magic Police might take magic items away and destroy them. It's important that they are destroyed or some PC is going to go looking for them or use some spell combo to get it back. - Divinations. Big problem here. Some groups, upon getting Find the Path, Commune, Divination and the like can't even make a decision anymore without consulting spells for guidance. First try to push them away from the problem by having the enemy use the same spells on them. If that doesn't get your attention, then maybe the gods have a problem with mortals mettling with powerful divinations on a day to day basis. They start to influence the divinations to not show incorrect, but misleading information. Also, spells like Mind Blank can be used. This can backfire, though. A recent game I played in, the players cast Mind Blank EVERY SINGLE GOD DAMNED DAY ON EVERY SINGLE PARTY MEMBER!! Anyway... - If you really want to limit magic, make the offending classes prestige classes. This at least doesn't really change the infrastructure of the rules, it just limits what can be done. [/QUOTE]
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My problem with the "standard" level of magic
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