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<blockquote data-quote="BSF" data-source="post: 2423067" data-attributes="member: 13098"><p>A Magical Medieval Society: Western Europe touches a little on these things. Mostly they discuss how the core assumptions would change the Medieval environment. But you could work from that to some degree. Still, a book that discussed the implications of modifying the magic level up or down would be interesting. </p><p></p><p>In this way, WotC could take a lead from HERO. HERO powers might list why they could be a problem in a game. If there were a book that discussed spells and items in this detail, and then provided a checklist of what you allow into a game, you would have a toolkit for adjusting your game. </p><p></p><p>I'm talking about stuff like marking all the movement type spells as troublesome for certain styles of game. Stuff like the teleports is an obvious one, but also windwalk and overland flight. Imagine the impact these spells would have had in LotR. What if you wanted to run a game with high level PCs that didn't include these spells. What would the impact be? What spells and items would be banished from the campaign world? What monsters? I mean, you get rid of windwalk, but you still have Giant Eagles, Griffons, Pegasi, and Hippogriffs. A Charm Monster now becomes an issue. Do you ditch those monsters? Tone down their frequency? Ditch Charm Monster? Advice like this would be golden for the budding homebrew designer.</p></blockquote><p></p>
[QUOTE="BSF, post: 2423067, member: 13098"] A Magical Medieval Society: Western Europe touches a little on these things. Mostly they discuss how the core assumptions would change the Medieval environment. But you could work from that to some degree. Still, a book that discussed the implications of modifying the magic level up or down would be interesting. In this way, WotC could take a lead from HERO. HERO powers might list why they could be a problem in a game. If there were a book that discussed spells and items in this detail, and then provided a checklist of what you allow into a game, you would have a toolkit for adjusting your game. I'm talking about stuff like marking all the movement type spells as troublesome for certain styles of game. Stuff like the teleports is an obvious one, but also windwalk and overland flight. Imagine the impact these spells would have had in LotR. What if you wanted to run a game with high level PCs that didn't include these spells. What would the impact be? What spells and items would be banished from the campaign world? What monsters? I mean, you get rid of windwalk, but you still have Giant Eagles, Griffons, Pegasi, and Hippogriffs. A Charm Monster now becomes an issue. Do you ditch those monsters? Tone down their frequency? Ditch Charm Monster? Advice like this would be golden for the budding homebrew designer. [/QUOTE]
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