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[Primeval Thule] House rules for spellcasting
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<blockquote data-quote="DeathMutant" data-source="post: 6747965" data-attributes="member: 59406"><p>I just took the lazy way out and forbade ALL spellcasting classes -- for PCs -- until I can figure out how to incorporate and maintain the "sorcery is dangerous" feel appropriate to the setting. One undesirable side-effect is that the no-casting restriction also includes Rangers -- which I want as a PC class -- but have not found a non-casting Ranger beyond the one described in Unearthed Arcana #3. Trying not to derail this thread, please PM me any non-casting Ranger class variants that you feel would fit the Primeval Thule setting.</p><p></p><p>Actually, I like the idea of only NPCs having the ability to cast spells. It serves as a plot device, source for quests ("I need this rare reagent for a spell. . .") and makes casters even more mysterious and dangerous because no one really knows what they are capable of -- or what their motives are. This also means that there is no in-combat magical healing in my game so combat is risky -- and to be avoided, if possible -- plus poisons, diseases and drains are more threatening and resurrections are truly epic (and a potential plot device in itself).</p></blockquote><p></p>
[QUOTE="DeathMutant, post: 6747965, member: 59406"] I just took the lazy way out and forbade ALL spellcasting classes -- for PCs -- until I can figure out how to incorporate and maintain the "sorcery is dangerous" feel appropriate to the setting. One undesirable side-effect is that the no-casting restriction also includes Rangers -- which I want as a PC class -- but have not found a non-casting Ranger beyond the one described in Unearthed Arcana #3. Trying not to derail this thread, please PM me any non-casting Ranger class variants that you feel would fit the Primeval Thule setting. Actually, I like the idea of only NPCs having the ability to cast spells. It serves as a plot device, source for quests ("I need this rare reagent for a spell. . .") and makes casters even more mysterious and dangerous because no one really knows what they are capable of -- or what their motives are. This also means that there is no in-combat magical healing in my game so combat is risky -- and to be avoided, if possible -- plus poisons, diseases and drains are more threatening and resurrections are truly epic (and a potential plot device in itself). [/QUOTE]
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[Primeval Thule] House rules for spellcasting
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