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<blockquote data-quote="EricNoah" data-source="post: 802649" data-attributes="member: 4"><p>Fantasy novels must establish the scope or "limits" or "rules" of magic as they work in the world that has been presented. Some fantasy settings will have different rules than others, and this contributes to its uniqueness and flavor. There's nothing wrong with a person who enjoys low magic, or high magic, or some of each. It's simply a matter of taste.</p><p></p><p>I think D&D can be used to tell a lot of different stories -- from low magic to high. But it does appear that one seemingly little change can cascade through the rules and make it hard to implement. </p><p></p><p>For example, I've been considering requiring my PCs (and most NPCs as well) to go through some "NPC" levels before starting a regular PC class. So in essence the PC classes would almost be like a kind of PrC. Maybe a wizard could only be a wizard after he's taken a couple of levels of expert and gained skills in various languages, spellcraft, arcane knowledge, alchemy, and so forth. So a first level wizard might actually be an Exp2/Wiz1. Now, though, I have to consider how much equipment and what challenges are right for someone of that level. </p><p></p><p>Another example, I am thinking that I want clerical healing to be less effective -- using the method from Wheel of Time, I want cure wounds spells to turn hp into subdual damage. This cascaded into a whole bunch of other issues -- do I want to mess with the Heal skill and make it more viable, what about Herbalism and alchemical concoctions, etc. Also, with healing less available, combat is deadlier. The "shape" of adventuring changes -- fewer combats, maybe fewer "big bad boss with 6-10 henchmen set piece battles in the deepest room in the dungeon" type encounters, more running away, more need for safe places to recuperate, maybe PCs don't range far from civilization, stuff like that. </p><p></p><p>Here's another option: what if the "highest level" that a person (or PCs anyway) can achieve isn't 20th but somewhere around 12th? That could certainly limit the amount and power of magic available, magic items, etc. But then you might want to mess with the XP system so each of those 12 levels lasts a bit longer than they do in core 3e.</p><p></p><p>I think someone could make money off of a set of "core rules" for d20 that were aimed at a lower magic level, but they would have a lot of work to do to make it all fit.</p></blockquote><p></p>
[QUOTE="EricNoah, post: 802649, member: 4"] Fantasy novels must establish the scope or "limits" or "rules" of magic as they work in the world that has been presented. Some fantasy settings will have different rules than others, and this contributes to its uniqueness and flavor. There's nothing wrong with a person who enjoys low magic, or high magic, or some of each. It's simply a matter of taste. I think D&D can be used to tell a lot of different stories -- from low magic to high. But it does appear that one seemingly little change can cascade through the rules and make it hard to implement. For example, I've been considering requiring my PCs (and most NPCs as well) to go through some "NPC" levels before starting a regular PC class. So in essence the PC classes would almost be like a kind of PrC. Maybe a wizard could only be a wizard after he's taken a couple of levels of expert and gained skills in various languages, spellcraft, arcane knowledge, alchemy, and so forth. So a first level wizard might actually be an Exp2/Wiz1. Now, though, I have to consider how much equipment and what challenges are right for someone of that level. Another example, I am thinking that I want clerical healing to be less effective -- using the method from Wheel of Time, I want cure wounds spells to turn hp into subdual damage. This cascaded into a whole bunch of other issues -- do I want to mess with the Heal skill and make it more viable, what about Herbalism and alchemical concoctions, etc. Also, with healing less available, combat is deadlier. The "shape" of adventuring changes -- fewer combats, maybe fewer "big bad boss with 6-10 henchmen set piece battles in the deepest room in the dungeon" type encounters, more running away, more need for safe places to recuperate, maybe PCs don't range far from civilization, stuff like that. Here's another option: what if the "highest level" that a person (or PCs anyway) can achieve isn't 20th but somewhere around 12th? That could certainly limit the amount and power of magic available, magic items, etc. But then you might want to mess with the XP system so each of those 12 levels lasts a bit longer than they do in core 3e. I think someone could make money off of a set of "core rules" for d20 that were aimed at a lower magic level, but they would have a lot of work to do to make it all fit. [/QUOTE]
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