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<blockquote data-quote="drexes" data-source="post: 2906332" data-attributes="member: 24176"><p>I know it seems clunky at first but it really worked out well. I hadn't thought of anything for crit hits and misses, I'll think about it though. As for the sneak attack/skirmish thing I figured it would work because the sneak attacker can still hit the cartlidge of a skeletons joints or the skirmisher can still use a degree of his momentum to aid his blows, but both to a lesser extent than in other situations.</p><p></p><p>As for the spell level and slots comment, I guess I should further define what I mean by fluid. Casters still work in the same way as they do in say the forgotten realms, except that in most world magic use is based off of tapping into the 'weave' which is to a great extent a constant. In Obsydia casters still learn specific spells and such, but when the tap into the 'universal magical force' they find not a weave but a ever-changing flow of fluid like a river whose breadth and current are in constant flux. The higher the caster level the more adept the caster is at controlling this energy. </p><p></p><p>I would however be interested in finding a system of magic that is more free form as my world is divided into many cultures that exist at the same time but have different methods for tasks/ different religions. I have a world with a celtic culture, an islamic culture, a dendrocentric culture, two separate norse cultures, an eastern philosphy meets western development culture, a nomadic barbarian culture, a binitarianist (two deities in the religion)arthurian culture, and a mercantile culture, all existing on one continent with each having thier own unique views on religion, magic, social norms, morals, etc. All in all it's fun and in my experience unique in the gaming atmosphere.</p><p></p><p>Drexes</p></blockquote><p></p>
[QUOTE="drexes, post: 2906332, member: 24176"] I know it seems clunky at first but it really worked out well. I hadn't thought of anything for crit hits and misses, I'll think about it though. As for the sneak attack/skirmish thing I figured it would work because the sneak attacker can still hit the cartlidge of a skeletons joints or the skirmisher can still use a degree of his momentum to aid his blows, but both to a lesser extent than in other situations. As for the spell level and slots comment, I guess I should further define what I mean by fluid. Casters still work in the same way as they do in say the forgotten realms, except that in most world magic use is based off of tapping into the 'weave' which is to a great extent a constant. In Obsydia casters still learn specific spells and such, but when the tap into the 'universal magical force' they find not a weave but a ever-changing flow of fluid like a river whose breadth and current are in constant flux. The higher the caster level the more adept the caster is at controlling this energy. I would however be interested in finding a system of magic that is more free form as my world is divided into many cultures that exist at the same time but have different methods for tasks/ different religions. I have a world with a celtic culture, an islamic culture, a dendrocentric culture, two separate norse cultures, an eastern philosphy meets western development culture, a nomadic barbarian culture, a binitarianist (two deities in the religion)arthurian culture, and a mercantile culture, all existing on one continent with each having thier own unique views on religion, magic, social norms, morals, etc. All in all it's fun and in my experience unique in the gaming atmosphere. Drexes [/QUOTE]
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