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*Dungeons & Dragons
[Primeval Thule] House rules for spellcasting
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<blockquote data-quote="I'm A Banana" data-source="post: 6775087" data-attributes="member: 2067"><p>The more I read, the more I think that Thule is not really <em>intended</em> to be played as low magic among the PC's:</p><p></p><p>From the Travelers' Guide:</p><p></p><p></p><p>I think they'd be entirely content with an a party made up of a sorcerer, a wizard, a warlock, and a cleric tromping about through the jungles with ZERO rules alterations. But such an adventuring group would need to be careful around the paranoid locals, and will face antagonists of their own making, and may risk destroying the world as they save it.</p><p></p><p>That's a cool campaign - one that Thule makes uniquely possible due to its low-magic setting. I don't think the designers would have a problem with that campaign. </p><p></p><p>While you can twist Thule to be low-magic if you want, and the world won't think such a party exceptional, I don't think it's <em>designed</em> to favor low-magic parties. Playing a spellcaster is like...playing a battelrager, or playing a wild mage or playing a warlock in standard D&D. The fluff of the character is: you're dangerous, trucking in unknown things, destructive, unpredictable. Locals don't like you, your party keeps you at arm's length, you hide your powers much of the time because you just can't slaughter EVERY village that comes down on you like a ton of bricks. </p><p></p><p>The restrictions on Thule's classes - no monk, no paladin - seem based more in ideas of those classes' typical examples being culturally irrelevant. There's no ki-wielding pseduo-asian kung-fu masters or chivalric knights out of Aurthurian legend. (Though I might say that even that restriction seems probably more heavy-handed than is strictly necessary) There are, however, mages who bend the forces of the cosmos to their whim - they are just things that people are TERRIFIED of. No one's setting up magical barge operations or magical forges at the heart of cities or anything. </p><p></p><p>I think this might be the reason the design of the setting doesn't embrace a low-magic party. It's not really meant to. Thule, as the designers intended, is totally cool with a magic-heavy party in a low-magic world.</p><p></p><p>Which isn't to say that twisting it to require a low-magic party is invalid or anything, it's just to say that, as it would be in a standard D&D game, it's a choice you opt into as a group, not something the setting is really going to do for you. Thule isn't particularly invested in your party not having a spellcaster in it. Thule would be fine with your entire party being primary spellcasters, if that's what you wanted. To forbid that is fine, just as it is in regular D&D, but it's also going to be some work, just as it would be in regular D&D.</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 6775087, member: 2067"] The more I read, the more I think that Thule is not really [I]intended[/I] to be played as low magic among the PC's: From the Travelers' Guide: I think they'd be entirely content with an a party made up of a sorcerer, a wizard, a warlock, and a cleric tromping about through the jungles with ZERO rules alterations. But such an adventuring group would need to be careful around the paranoid locals, and will face antagonists of their own making, and may risk destroying the world as they save it. That's a cool campaign - one that Thule makes uniquely possible due to its low-magic setting. I don't think the designers would have a problem with that campaign. While you can twist Thule to be low-magic if you want, and the world won't think such a party exceptional, I don't think it's [I]designed[/I] to favor low-magic parties. Playing a spellcaster is like...playing a battelrager, or playing a wild mage or playing a warlock in standard D&D. The fluff of the character is: you're dangerous, trucking in unknown things, destructive, unpredictable. Locals don't like you, your party keeps you at arm's length, you hide your powers much of the time because you just can't slaughter EVERY village that comes down on you like a ton of bricks. The restrictions on Thule's classes - no monk, no paladin - seem based more in ideas of those classes' typical examples being culturally irrelevant. There's no ki-wielding pseduo-asian kung-fu masters or chivalric knights out of Aurthurian legend. (Though I might say that even that restriction seems probably more heavy-handed than is strictly necessary) There are, however, mages who bend the forces of the cosmos to their whim - they are just things that people are TERRIFIED of. No one's setting up magical barge operations or magical forges at the heart of cities or anything. I think this might be the reason the design of the setting doesn't embrace a low-magic party. It's not really meant to. Thule, as the designers intended, is totally cool with a magic-heavy party in a low-magic world. Which isn't to say that twisting it to require a low-magic party is invalid or anything, it's just to say that, as it would be in a standard D&D game, it's a choice you opt into as a group, not something the setting is really going to do for you. Thule isn't particularly invested in your party not having a spellcaster in it. Thule would be fine with your entire party being primary spellcasters, if that's what you wanted. To forbid that is fine, just as it is in regular D&D, but it's also going to be some work, just as it would be in regular D&D. [/QUOTE]
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