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<blockquote data-quote="masque" data-source="post: 1125524" data-attributes="member: 9792"><p>Another school year, another campaign. After talking with my players, they said that they were looking for something other than our normal fare; specifically, they wanted to play a game set in a world's "mythic age." Asking for a little definition, I was told, "You know, like the Silmarillion."</p><p></p><p>So I read it, and now I have an idea of what they want. They don't want to be chasing after legends, or finding artifacts in ruins; they want to be the legends that build the great palaces and the artefacts. My dilemma is trying to model this in the rules without making them epic.</p><p></p><p>For instance, the creation of the Silmaril: their creator did not seem to have any spellcasting levels, yet he made a magic item/artifact. Additionally, tales abound of a smith who makes magic swords, but has no spellcasting ability. I was toying around with special material requirement or having "places of power," or even having a feat with required ranks of Craft that allows for magic item creation while ramping up the normal item creation feats so the spellcasters aren't robbed of part of their shtick.</p><p></p><p>I've toyed with the idea of just having it be normal D&D, with the passage of time creating the myths and legends and escalated power levels, but that's not really what they want. I guess what I'm looking for is just suggestions, however vague, that I can weave into a game and make everyone happy. They want epic feel; I don't want to deal with Epic power levels (as set out in the DMG).</p></blockquote><p></p>
[QUOTE="masque, post: 1125524, member: 9792"] Another school year, another campaign. After talking with my players, they said that they were looking for something other than our normal fare; specifically, they wanted to play a game set in a world's "mythic age." Asking for a little definition, I was told, "You know, like the Silmarillion." So I read it, and now I have an idea of what they want. They don't want to be chasing after legends, or finding artifacts in ruins; they want to be the legends that build the great palaces and the artefacts. My dilemma is trying to model this in the rules without making them epic. For instance, the creation of the Silmaril: their creator did not seem to have any spellcasting levels, yet he made a magic item/artifact. Additionally, tales abound of a smith who makes magic swords, but has no spellcasting ability. I was toying around with special material requirement or having "places of power," or even having a feat with required ranks of Craft that allows for magic item creation while ramping up the normal item creation feats so the spellcasters aren't robbed of part of their shtick. I've toyed with the idea of just having it be normal D&D, with the passage of time creating the myths and legends and escalated power levels, but that's not really what they want. I guess what I'm looking for is just suggestions, however vague, that I can weave into a game and make everyone happy. They want epic feel; I don't want to deal with Epic power levels (as set out in the DMG). [/QUOTE]
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