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Some Ideas, if you please.
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<blockquote data-quote="WizarDru" data-source="post: 786235" data-attributes="member: 151"><p>Wouldn't be the first time. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> They're already threatening to take away my templates. </p><p></p><p>Truthfully, though, I was envisioning something different than what PC used in the dwarven vault. I'm seeing the different sections as essentially demi-planes that are interwoven with the Prime. Several old-school 1e dungeons did something similar.</p><p></p><p></p><p></p><p></p><p>Is this just a detailed mechanic from somewhere, or just an idea? I'm not familiar with it. Does it give a penalty to casting, or is it just an anti-magic zone?</p><p></p><p></p><p></p><p>I like that. There's already been a precedent twice for this in-game, and I certainly don't mind using it again, as it's probably expected. The Meepites know enough not to blindly port in to a dangerous zone. Well, everybody but Valanthe, anyhow. She just likes to live dangerously.</p><p></p><p>The rest of that stuff is pure gold, Ryan. The tainted stuff is great (time to use the BovD...it's what I bought it for), and the "spawner" monster is great. I've rarely used illusions of any kind, and this would be a perfect use for one. Especially as it emphasizes using a new monster that requires some intelligence to defeat, and then can be used a second time to let them use the knowledge gained from the first encounter.</p></blockquote><p></p>
[QUOTE="WizarDru, post: 786235, member: 151"] Wouldn't be the first time. :D They're already threatening to take away my templates. Truthfully, though, I was envisioning something different than what PC used in the dwarven vault. I'm seeing the different sections as essentially demi-planes that are interwoven with the Prime. Several old-school 1e dungeons did something similar. [b][/b] Is this just a detailed mechanic from somewhere, or just an idea? I'm not familiar with it. Does it give a penalty to casting, or is it just an anti-magic zone? I like that. There's already been a precedent twice for this in-game, and I certainly don't mind using it again, as it's probably expected. The Meepites know enough not to blindly port in to a dangerous zone. Well, everybody but Valanthe, anyhow. She just likes to live dangerously. The rest of that stuff is pure gold, Ryan. The tainted stuff is great (time to use the BovD...it's what I bought it for), and the "spawner" monster is great. I've rarely used illusions of any kind, and this would be a perfect use for one. Especially as it emphasizes using a new monster that requires some intelligence to defeat, and then can be used a second time to let them use the knowledge gained from the first encounter. [/QUOTE]
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