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<blockquote data-quote="dontpunkme" data-source="post: 1597750" data-attributes="member: 17938"><p>Well its not a no magic world, just a low magic world. All would-be wizards attend one of a handful of small schools where they study the art of magic until around 7th level. After that they take a grueling test and if they survive then they can travel and use their powers. Said wizards also have a strict obligation to their school and must spend a portion of their time training and working for the school. Sorceror's are hunted by wizards as loose cannons and are rare for this very reason. The party is starting at 3rd level so none of them are eligible to be wizards (if someone dies down the road when they are higher levels then I will be more apt to allow a wizard into the party) and I certainly don't want to have one of them be a sorceror and invite the wrath of every wizards they encounter upon the party. Divine spellcasters are more common as their is a strong belief in the dieties.</p><p>I certainly don't plan on incessantly throwing creatures with spell-like abilities at the party (a great deal of them have been hunted by the wizards guild for the same reasons sorcerors have), but the occasional one will be seen from time to time. </p><p></p><p>The party is comprised of a half-orc ranger, a human paladin, a dwarf barbarian, a half-elf fighter, and a human cleric. There's a slight chance another friend might take out an elven rogue, but its not a guarantee (personally something I hope doesn't happen, but wouldn't object to as it is a good friend). </p><p></p><p>As per players questioning the DM, my campaign is about to start after a brief hiatus (TPK with the future of the world on the line) so the world is radically different from before (much time has passed). I chose to run the basic idea for my campaign and new game mechanics changes by my players in advance, as it helps to get feedback from my players (fellow DM who runs the Monday night game I play in and other players who have DM'ed before) as I like to keep things in balance and have a general understanding as to what to expect. Everyone is happier that way and it helps eliminate the DM vs PC competitions that have marred many failed games of the past. Also, it helps alleviate the inherant problems of miscommunication and players feeling cheated when they aren't studs because I for some reason consistently roll kindly on the treasure tables (I roll in the open so there's no fudging). Thanks everyone for the help.</p></blockquote><p></p>
[QUOTE="dontpunkme, post: 1597750, member: 17938"] Well its not a no magic world, just a low magic world. All would-be wizards attend one of a handful of small schools where they study the art of magic until around 7th level. After that they take a grueling test and if they survive then they can travel and use their powers. Said wizards also have a strict obligation to their school and must spend a portion of their time training and working for the school. Sorceror's are hunted by wizards as loose cannons and are rare for this very reason. The party is starting at 3rd level so none of them are eligible to be wizards (if someone dies down the road when they are higher levels then I will be more apt to allow a wizard into the party) and I certainly don't want to have one of them be a sorceror and invite the wrath of every wizards they encounter upon the party. Divine spellcasters are more common as their is a strong belief in the dieties. I certainly don't plan on incessantly throwing creatures with spell-like abilities at the party (a great deal of them have been hunted by the wizards guild for the same reasons sorcerors have), but the occasional one will be seen from time to time. The party is comprised of a half-orc ranger, a human paladin, a dwarf barbarian, a half-elf fighter, and a human cleric. There's a slight chance another friend might take out an elven rogue, but its not a guarantee (personally something I hope doesn't happen, but wouldn't object to as it is a good friend). As per players questioning the DM, my campaign is about to start after a brief hiatus (TPK with the future of the world on the line) so the world is radically different from before (much time has passed). I chose to run the basic idea for my campaign and new game mechanics changes by my players in advance, as it helps to get feedback from my players (fellow DM who runs the Monday night game I play in and other players who have DM'ed before) as I like to keep things in balance and have a general understanding as to what to expect. Everyone is happier that way and it helps eliminate the DM vs PC competitions that have marred many failed games of the past. Also, it helps alleviate the inherant problems of miscommunication and players feeling cheated when they aren't studs because I for some reason consistently roll kindly on the treasure tables (I roll in the open so there's no fudging). Thanks everyone for the help. [/QUOTE]
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