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Relics and Rituals 2!!! I GOT IT!!! (More)
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<blockquote data-quote="Graf" data-source="post: 353144" data-attributes="member: 3087"><p><strong>a long post from someone with little of interest to say</strong></p><p></p><p></p><p></p><p>You know what they say:</p><p>A-horde-of-SL-fanboys comes where Nightfall goes.</p><p></p><p></p><p></p><p>I'd be curious to see what you've done. I haven't the time.... stuff in the BoEM series is simply 'lost lore' and thus possibly more powerful but not availible to PCs (in other words they have to find it...).</p><p></p><p></p><p></p><p></p><p>This is the standard rule according to the Psionics Handbook.</p><p></p><p></p><p></p><p></p><p>Combat spells that require 500 gp worth of material componets are kinda irritating. </p><p>IMC the PCs spent their first 5 levels desperately trying to get back to civilization (any civilization... though for a while they settled for some place where they wouldn't be attacked several times a day...). While I know that most D&D games (including obvously the setting the book was written for) are high powered, high-wealth games where you can wander into the village store and pick up 500 gp worth of materials just like that.</p><p>So far in my game the players would never have been able to cast the spell.... clearly the spell isn't broken if its impossible but its a weird choice.</p><p></p><p>I've only look through the book and taken a few things not played with it in a full campaign for a while but I get the feeling that they were definitly trying to push the rules envelope by increasing the utility of spells. Some stuff worked for some people most of it didn't work for me. The spells I was willing to give the PCs they didn't particularly want. </p><p></p><p></p><p></p><p>I -liked- that their only 9th level spell was to call forth eternal darkness. But IMC wizards commonly prep spells they'll use (often with metamagic feats) and not spells they'll cast. I'm often amazed that published spell lists include lots of 6th level spells in sixth level spell slots... most wizards are probably going to prep lower level spells with more utility.</p><p>(not that this is anything more than my opinion but I was just thinking that I liked it anyway. Though D'T not developing something unpleasant seems a wee bit unlikely.)</p><p></p><p></p><p></p><p></p><p>ahhh, but SL has Burok Torn.</p><p></p><p></p><p></p><p>I would actually argue that SL =does= have a post-dark-ages-begining-of-the-enlightenment theme with the three library cites, etc. But its pretty debatable.</p><p></p><p>I think my game is pretty close to WHFP (mostly because one of my players only likes that kind of low fantasy) in tone. But I'm no WHFR expert and I'm sure its divergent in some way.</p><p>Its easy to get that sort of tone though.... just give them lots of magic items they wish they never got (they still won't frigging drawn from the modified Deck of many things so I'm thinking they're running scared at this point). Dump them in the middle of some hostile wilderness and have them fight just to get someplace they don't want to be (Hollowfaust) then stick them into the Banewarrens and you're kind of set for the gritty we-hate-being-heroes-but-nobody-else-will-do-it.</p><p></p><p></p><p></p><p>i -don't- btw think this is a light question. it definitely isn't. But I've been using R&R1 pretty extensively since I started my game last April and I really still couldn't say. it might be that the PCs are lower levels (still 8th & 7th) or that I don't give them much in the way of magic items but I couldn't say whether R&R is balanced or not....</p><p>Sethris' potency is a fine spell to give a PC.... but in two different fights it pumped the Banelar's poison DC to 23! (it sucked to be them...)</p></blockquote><p></p>
[QUOTE="Graf, post: 353144, member: 3087"] [b]a long post from someone with little of interest to say[/b] You know what they say: A-horde-of-SL-fanboys comes where Nightfall goes. I'd be curious to see what you've done. I haven't the time.... stuff in the BoEM series is simply 'lost lore' and thus possibly more powerful but not availible to PCs (in other words they have to find it...). This is the standard rule according to the Psionics Handbook. Combat spells that require 500 gp worth of material componets are kinda irritating. IMC the PCs spent their first 5 levels desperately trying to get back to civilization (any civilization... though for a while they settled for some place where they wouldn't be attacked several times a day...). While I know that most D&D games (including obvously the setting the book was written for) are high powered, high-wealth games where you can wander into the village store and pick up 500 gp worth of materials just like that. So far in my game the players would never have been able to cast the spell.... clearly the spell isn't broken if its impossible but its a weird choice. I've only look through the book and taken a few things not played with it in a full campaign for a while but I get the feeling that they were definitly trying to push the rules envelope by increasing the utility of spells. Some stuff worked for some people most of it didn't work for me. The spells I was willing to give the PCs they didn't particularly want. I -liked- that their only 9th level spell was to call forth eternal darkness. But IMC wizards commonly prep spells they'll use (often with metamagic feats) and not spells they'll cast. I'm often amazed that published spell lists include lots of 6th level spells in sixth level spell slots... most wizards are probably going to prep lower level spells with more utility. (not that this is anything more than my opinion but I was just thinking that I liked it anyway. Though D'T not developing something unpleasant seems a wee bit unlikely.) ahhh, but SL has Burok Torn. I would actually argue that SL =does= have a post-dark-ages-begining-of-the-enlightenment theme with the three library cites, etc. But its pretty debatable. I think my game is pretty close to WHFP (mostly because one of my players only likes that kind of low fantasy) in tone. But I'm no WHFR expert and I'm sure its divergent in some way. Its easy to get that sort of tone though.... just give them lots of magic items they wish they never got (they still won't frigging drawn from the modified Deck of many things so I'm thinking they're running scared at this point). Dump them in the middle of some hostile wilderness and have them fight just to get someplace they don't want to be (Hollowfaust) then stick them into the Banewarrens and you're kind of set for the gritty we-hate-being-heroes-but-nobody-else-will-do-it. i -don't- btw think this is a light question. it definitely isn't. But I've been using R&R1 pretty extensively since I started my game last April and I really still couldn't say. it might be that the PCs are lower levels (still 8th & 7th) or that I don't give them much in the way of magic items but I couldn't say whether R&R is balanced or not.... Sethris' potency is a fine spell to give a PC.... but in two different fights it pumped the Banelar's poison DC to 23! (it sucked to be them...) [/QUOTE]
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