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[Primeval Thule] House rules for spellcasting
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<blockquote data-quote="I'm A Banana" data-source="post: 6775537" data-attributes="member: 2067"><p>Those were both examples from FR, so I <strong>hope</strong> that those places are more filled with gibbering horrors than "that small town on the coast." <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> </p><p></p><p></p><p>That's a fine preference and aesthetic choice, but it doesn't seem like PT was necessarily built with that in mind. Doesn't mean a DM can't beat it into whatever shape they want, though! Just means that expecting the Sasquatches to do that work for you might be like expecting that popular girl from high school to call you for a date - they're just not that into it. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> </p><p></p><p></p><p>I bet there's <strong>BONKERS LOADS</strong> of PF fans who would be into genuine rules for a low-magic party. PT just isn't interested in providing that. It's happy with spells being cast every round and shapechanging druids scouting through the jungles. </p><p></p><p></p><p>If you have a player who can't play in line with the fiction, then you have a problem independent of the setting. One of the conceits in PT is that magic is feared. If you can't follow that as a player, then you're just not buying into the setting as a player and you'd be better off with bog-standard D&D anyway. </p><p></p><p>That's what something like the additional flaws might help with - reminding the player that this isn't standard D&D. A DM just saying, "Remember, if you cast that spell within sight of these NPC's, they aren't likely to react well" falls into the same camp. </p><p></p><p>If the player goes ahead and does it all the time anyway, then the player isn't buying into the setting. Or they're just playing a disruptive character for no good reason.</p><p></p><p></p><p>I don't think that's true - a level of magic isn't the only thing that differentiates D&D settings. The stories you tell and the heroes you can be differentiate them. One of the heroes you can be in PT is a wizard who trucks in dark forces, and that doesn't make the game like every other D&D game. </p><p></p><p></p><p>The important bit is that they made what they wanted to make. If they wanted to have a low-magic party, they'd have made that. As far as the designers are concerned, that's not the need that PT is designed to fill. Not incompatible, just not one of the design goals.</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 6775537, member: 2067"] Those were both examples from FR, so I [B]hope[/B] that those places are more filled with gibbering horrors than "that small town on the coast." ;) That's a fine preference and aesthetic choice, but it doesn't seem like PT was necessarily built with that in mind. Doesn't mean a DM can't beat it into whatever shape they want, though! Just means that expecting the Sasquatches to do that work for you might be like expecting that popular girl from high school to call you for a date - they're just not that into it. ;) I bet there's [B]BONKERS LOADS[/B] of PF fans who would be into genuine rules for a low-magic party. PT just isn't interested in providing that. It's happy with spells being cast every round and shapechanging druids scouting through the jungles. If you have a player who can't play in line with the fiction, then you have a problem independent of the setting. One of the conceits in PT is that magic is feared. If you can't follow that as a player, then you're just not buying into the setting as a player and you'd be better off with bog-standard D&D anyway. That's what something like the additional flaws might help with - reminding the player that this isn't standard D&D. A DM just saying, "Remember, if you cast that spell within sight of these NPC's, they aren't likely to react well" falls into the same camp. If the player goes ahead and does it all the time anyway, then the player isn't buying into the setting. Or they're just playing a disruptive character for no good reason. I don't think that's true - a level of magic isn't the only thing that differentiates D&D settings. The stories you tell and the heroes you can be differentiate them. One of the heroes you can be in PT is a wizard who trucks in dark forces, and that doesn't make the game like every other D&D game. The important bit is that they made what they wanted to make. If they wanted to have a low-magic party, they'd have made that. As far as the designers are concerned, that's not the need that PT is designed to fill. Not incompatible, just not one of the design goals. [/QUOTE]
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[Primeval Thule] House rules for spellcasting
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