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[Primeval Thule] House rules for spellcasting
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<blockquote data-quote="I'm A Banana" data-source="post: 6746728" data-attributes="member: 2067"><p>All that was based around [MENTION=93321]Psikerlord#[/MENTION] 's idea that they don't don't want to ban or discourage casters, but add some chaos. Adding some chaos to casters alone does discourage casters.</p><p></p><p></p><p></p><p>If the only way you can convey the low-magic style of the campaign is to enforce low-magic on the party, I think you're selling the setting short. If a party of casters galavanted around PT, they should probably have a <em>very different experience</em> to a bunch of casters galavanting around FR - all resisting their own madness and hiding out from villagers and unleashing their power only when far away from the prying eyes of their enemies. If that's not true, then it sounds like PT is not really set up to make magic different at all. And none of that involves limiting player choice, just using a DM's predilection for inflicting hazards on a party. </p><p></p><p></p><p></p><p>That might make sense if PT wasn't a Kickstarted book - they could make exactly the product they want and could judge demand well in advance of having to make anything. There's no reason to suspect they didn't make exactly what they wanted to make, and if that's the case, they <strong>wanted</strong> casters to be a viable PC choice. Probably because playing a character wrestling with their internal madness or whatever can make a compelling experience - there's Old One Warlocks in standard D&D for much the same reason. </p><p></p><p></p><p></p><p>That's not a fair characterization of my XP in Dark Sun. The removal of magic taboo had consequences, but we absolutely had characters and fought villains and did things in that game that we could not do in any other setting. It takes more than "it has useful magic" to make a D&D setting the same as any other D&D setting to me. </p><p></p><p></p><p></p><p>It just sounds a bit like you don't like <em>casters, period</em>. You've got some issue with magic in D&D. I don't think PT is a foot-soldier in the anti-caster wars, and using it like that is bound to leave some stuff on the table. That's not necessarily a problem, but it's something you should be aware of going into it - if you like PT because PT is awesome, you're going to have a different experience than if you like PT because you hate casters and you want to lick the salty tears from the cheek of everyone who ever loved a wizard.</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 6746728, member: 2067"] All that was based around [MENTION=93321]Psikerlord#[/MENTION] 's idea that they don't don't want to ban or discourage casters, but add some chaos. Adding some chaos to casters alone does discourage casters. If the only way you can convey the low-magic style of the campaign is to enforce low-magic on the party, I think you're selling the setting short. If a party of casters galavanted around PT, they should probably have a [I]very different experience[/I] to a bunch of casters galavanting around FR - all resisting their own madness and hiding out from villagers and unleashing their power only when far away from the prying eyes of their enemies. If that's not true, then it sounds like PT is not really set up to make magic different at all. And none of that involves limiting player choice, just using a DM's predilection for inflicting hazards on a party. That might make sense if PT wasn't a Kickstarted book - they could make exactly the product they want and could judge demand well in advance of having to make anything. There's no reason to suspect they didn't make exactly what they wanted to make, and if that's the case, they [B]wanted[/B] casters to be a viable PC choice. Probably because playing a character wrestling with their internal madness or whatever can make a compelling experience - there's Old One Warlocks in standard D&D for much the same reason. That's not a fair characterization of my XP in Dark Sun. The removal of magic taboo had consequences, but we absolutely had characters and fought villains and did things in that game that we could not do in any other setting. It takes more than "it has useful magic" to make a D&D setting the same as any other D&D setting to me. It just sounds a bit like you don't like [I]casters, period[/I]. You've got some issue with magic in D&D. I don't think PT is a foot-soldier in the anti-caster wars, and using it like that is bound to leave some stuff on the table. That's not necessarily a problem, but it's something you should be aware of going into it - if you like PT because PT is awesome, you're going to have a different experience than if you like PT because you hate casters and you want to lick the salty tears from the cheek of everyone who ever loved a wizard. [/QUOTE]
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