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<blockquote data-quote="Magus_Jerel" data-source="post: 128070" data-attributes="member: 3940"><p>I would allow this cooperation to occur as the rules state for several reasons.</p><p></p><p>First, the restrictive method - can only work to the disadvantage of the PC's. You, as the GM, can create NPC's and magic items without the immense effort of having to "earn" them. The PC's have to strive to get each and every one.</p><p></p><p>Also, the idea of having a magic item that requires both high level cleric and wizard spells imparticular is intriguing.</p><p></p><p>Limiting "the availability of magic" by restricting spellcasters is bad form. It is far better to make spellcasters rare - few and far between. Not all cities have an archmage who is a local resident. Not all temples have a high priest who can work tremendous magic.</p><p></p><p>It is one matter to have arcane locks and fireballs around - it is quite another to have a staff of power with a "for sale" sign sitting on the shelf of the local magic shop.</p><p></p><p>A fantasy game without magic at all - becomes little more than a sophisticated wargame. With too much magic, it becomes so unrealistic as to lose touch with all semblance of logic and reality. The farmer cannot go out and farm His field without worrying about the local dragon coming out and gobbling him up for a snack.</p><p></p><p>You have just found yourself asking a continual question of the Game Master of a Dungeons and Dragons game - just how much magic do I and my players want around in the game?</p></blockquote><p></p>
[QUOTE="Magus_Jerel, post: 128070, member: 3940"] I would allow this cooperation to occur as the rules state for several reasons. First, the restrictive method - can only work to the disadvantage of the PC's. You, as the GM, can create NPC's and magic items without the immense effort of having to "earn" them. The PC's have to strive to get each and every one. Also, the idea of having a magic item that requires both high level cleric and wizard spells imparticular is intriguing. Limiting "the availability of magic" by restricting spellcasters is bad form. It is far better to make spellcasters rare - few and far between. Not all cities have an archmage who is a local resident. Not all temples have a high priest who can work tremendous magic. It is one matter to have arcane locks and fireballs around - it is quite another to have a staff of power with a "for sale" sign sitting on the shelf of the local magic shop. A fantasy game without magic at all - becomes little more than a sophisticated wargame. With too much magic, it becomes so unrealistic as to lose touch with all semblance of logic and reality. The farmer cannot go out and farm His field without worrying about the local dragon coming out and gobbling him up for a snack. You have just found yourself asking a continual question of the Game Master of a Dungeons and Dragons game - just how much magic do I and my players want around in the game? [/QUOTE]
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