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<blockquote data-quote="Quickleaf" data-source="post: 8311933" data-attributes="member: 20323"><p>I agree with [USER=6796468]@Steampunkette[/USER] that this needs to start as a narrative/story question for yourself. <em>Then,</em> once you know the story beats around magic in your campaign, you can deal with mechanistic concerns (e.g. ok <em>fireball</em> is more powerful than most 3rd level spells so it is only known by the Fire Cult of Fthaga).</p><p></p><p>When I was planning my Khemti/Egypt campaign, I knew I didn't want <em>Leomund's Tiny Hut </em>in the game for mechanistic concerns (long story short it's way powered up in 5e compared to past editions). Instead of tweaking that one spell, I thought about the narrative, and went with: "None of the traditional D&D named spells exist in this setting, but there are a host of new Khemtian spells you can learn." This then progressed to five principles of magic unique to the setting, such as spell foci by spell school, the power of True Names, and so forth. Finally, there are mystery cults/schools which PCs can join to get access to some exclusive spells.</p><p></p><p>Yeah, I ended up addressing that one little mechanistic concern I had, but more importantly the adjustments to the spells and magic system changed the <em>feel </em>of magic in the game to something more Egyptian-esque.</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 8311933, member: 20323"] I agree with [USER=6796468]@Steampunkette[/USER] that this needs to start as a narrative/story question for yourself. [I]Then,[/I] once you know the story beats around magic in your campaign, you can deal with mechanistic concerns (e.g. ok [I]fireball[/I] is more powerful than most 3rd level spells so it is only known by the Fire Cult of Fthaga). When I was planning my Khemti/Egypt campaign, I knew I didn't want [I]Leomund's Tiny Hut [/I]in the game for mechanistic concerns (long story short it's way powered up in 5e compared to past editions). Instead of tweaking that one spell, I thought about the narrative, and went with: "None of the traditional D&D named spells exist in this setting, but there are a host of new Khemtian spells you can learn." This then progressed to five principles of magic unique to the setting, such as spell foci by spell school, the power of True Names, and so forth. Finally, there are mystery cults/schools which PCs can join to get access to some exclusive spells. Yeah, I ended up addressing that one little mechanistic concern I had, but more importantly the adjustments to the spells and magic system changed the [I]feel [/I]of magic in the game to something more Egyptian-esque. [/QUOTE]
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