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<blockquote data-quote="Nightcloak" data-source="post: 2081316" data-attributes="member: 23862"><p><strong>Here's a real curve ball for you...</strong></p><p></p><p></p><p></p><p>Well, as ye all may remember, I'm *technically* on DM vacation untill this spring/summer. But now I'm full speed ahead on developing my homebrew thanks to the arrival of Arcana Evolved.</p><p></p><p>Whoooooo!!!!!</p><p></p><p>My only real issue at this point is the intigtration of core material and AE material. Specifically the spell system. The spell system in AE is superior IMO, but my players (via surveys) have indicated they would like to occasionaly fall back on core rule favorites (which is why the campaign world will feature both books). </p><p></p><p>This means I may need to run both and let the players choose which system they would like to use. I'm already doing this with the races. Dwarves, halflings, and elves (oh my!) live predominately in the western regions of the northern continite while giants, faen, and litorians live predominately in the eastern lands. That's fine, it even allows me to add culture and location feel to the game. </p><p></p><p>But the spell system is another matter. The fact AE considers all magic arcane with no divine spell casters extends the issue. I mean, why would the cultures of the western lands worship gods and be granted spells while the cultures of the eastern lands not worship gods to the point of getting the same powers. Surely the gods wan't to be represented everywhere and dish out some magic mojo to the faithful. </p><p></p><p>My current solution is to allow the cleric class with access to magic from the players guide only while dissallowing the Wizard and Sorcerer and requiring the use of the Magister and Witch from Arcana Evolved with access to the spell system in that book. This would keep things nice and neatly seperated. But I have two possible issues with it. 1) Everyone would be required to work off of two different spell systems from two different books, or in otherwords, it would be a hassle and possibly confusing. 2) It disallows those who voted in my surveys that they would like "core rules to fall back upon", or in other words, possible player frustration.</p><p></p><p>Or I could use both systems fully, but would that lead to even more confusion?</p><p></p><p>Gah!!!</p><p></p><p>What do you fine folks think? What would be the best option? Or am I just low on sleep and over-reacting.</p><p></p><p>As a player, what would appeal to you the most? What would aggrivate you the most?</p><p></p><p>As an additional note. As I develope this campaign, I'm creating a Players Guide and I can easily adapt rules or specifics into it. But I don't want to edit and copy 100's of pages of spells and spell-rules into the guide to explain and streamline what is going on. I don't mind copying the spells as is for a handy inhouse guide for the players, but I already have tons of work detailing the world without editing one or two systems before copying it.</p></blockquote><p></p>
[QUOTE="Nightcloak, post: 2081316, member: 23862"] [b]Here's a real curve ball for you...[/b] Well, as ye all may remember, I'm *technically* on DM vacation untill this spring/summer. But now I'm full speed ahead on developing my homebrew thanks to the arrival of Arcana Evolved. Whoooooo!!!!! My only real issue at this point is the intigtration of core material and AE material. Specifically the spell system. The spell system in AE is superior IMO, but my players (via surveys) have indicated they would like to occasionaly fall back on core rule favorites (which is why the campaign world will feature both books). This means I may need to run both and let the players choose which system they would like to use. I'm already doing this with the races. Dwarves, halflings, and elves (oh my!) live predominately in the western regions of the northern continite while giants, faen, and litorians live predominately in the eastern lands. That's fine, it even allows me to add culture and location feel to the game. But the spell system is another matter. The fact AE considers all magic arcane with no divine spell casters extends the issue. I mean, why would the cultures of the western lands worship gods and be granted spells while the cultures of the eastern lands not worship gods to the point of getting the same powers. Surely the gods wan't to be represented everywhere and dish out some magic mojo to the faithful. My current solution is to allow the cleric class with access to magic from the players guide only while dissallowing the Wizard and Sorcerer and requiring the use of the Magister and Witch from Arcana Evolved with access to the spell system in that book. This would keep things nice and neatly seperated. But I have two possible issues with it. 1) Everyone would be required to work off of two different spell systems from two different books, or in otherwords, it would be a hassle and possibly confusing. 2) It disallows those who voted in my surveys that they would like "core rules to fall back upon", or in other words, possible player frustration. Or I could use both systems fully, but would that lead to even more confusion? Gah!!! What do you fine folks think? What would be the best option? Or am I just low on sleep and over-reacting. As a player, what would appeal to you the most? What would aggrivate you the most? As an additional note. As I develope this campaign, I'm creating a Players Guide and I can easily adapt rules or specifics into it. But I don't want to edit and copy 100's of pages of spells and spell-rules into the guide to explain and streamline what is going on. I don't mind copying the spells as is for a handy inhouse guide for the players, but I already have tons of work detailing the world without editing one or two systems before copying it. [/QUOTE]
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