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Too much magic in DnD - Lets fo something about it 2.
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<blockquote data-quote="Arthur Tealeaf" data-source="post: 88257" data-attributes="member: 2086"><p><strong>BlaH</strong></p><p></p><p>Here are my suggestions/"wants & wishes":</p><p></p><p>(remember: these suggestions are probably defunct in every "balance" issue out there. They are for people who don't that much about their stats but more about role-playing aspects.) </p><p></p><p>These suggestions are also NOT for dungeon crawl and similar games!</p><p></p><ul> <li data-xf-list-type="ul">To start out: Hong, your suggestion about low level play certainly works out well, but what if I want players who can kill an orc behind 9/10 cover with one arrow from 200 feet, but still can't jump from 10th floor of a building and then walts through 200 orcs with one hand? I want supa-skilled players who still fear 20 mad commoners with scythes, because they actually might get <strong>killed</strong> !! I solve this with Ken Hoods grim-n-gritty system, downloadable <a href="http://www.sleepingimperium.rpghost.com/downloads/GrimNGrittyHitPointRules.pdf" target="_blank">here</a> . (These rules also support called shots. Wheee!)</li> <li data-xf-list-type="ul">I don't really want low-magic, but I want magic to be special. Ways to support this: <br /> -away with sorcerers. Magic in your blood is very special, only innately magically creatures can be sorcerers (to me, elves master magic well, they don't have it their blood). Suddenly, that half-dragon sorcerer is much more special.<br /> -Modify the classes with only small magical powers (Rangers, Paladins etc.). I won't go further into this, because it's an endless discussion.<br /> -Wizards need to study magic all their life to be able to use it. No "looking over Mialee's shoulder as she prepares her spells" multiclassing.<br /> -Magic Items harder to create. Special components are needed, and very special formulas need to be researched to create them. Just because you meet the prerequisites doesn't need you know how to create an item. Maybe only elves know the formulas needed for boots of elvenkind... Usually, everyone makes racial magic items with no problem. Now this might be a problem unless you have a very close connection with that particular race.<br /> -Wizards can only be specialist wizards and can only cast spells from their school. Other schools require multiclassing (5th level Evoker, 2nd level diviner...). Now that necromancer is much more special, he can't just cast an extra necromancy spell every day! This might create balance issues (i.e. evokers much more powerful than diviners), but only when it comes to combat. A diviner wouldn't wade into combat like an evoker would anyway. Things are somehow balanced with the fact that everyone have very little hit points in the grim-n-gritty system (except for the big monsters). <br /> -No race has wizard as a favored class. <br /> -XP penalties for multiclass wizards no matter how close levels are to eachother (to reflect the difficulty of magic. Magic should be harder to wield than a longsword...)<br /> -levelled magic items might be a good idea, but I haven't thought that one thoroughly through yet.<br /> -Clerics. Eh... I don't really know about that one, but it would be fun to create a new system based entirely on channelling positive/negative energy (or for neutral clerics: a little of both). It would make divine powers stand out from arcane, just as I think they should. (somebody suggested this earlier on. Thanx 4 the idea!!!!!!)<br /> -Spells need to mean more than just stats! Many ideas have been presented for solving this. Another is to just allow the players to influence spell effects by inventing on the fly, allowing the DM to modify suggestions so they don't break the game. Examples might include letting the fireball be cast on an apple, then throwing the apple immediately, letting the fireball blow up when it impacts. This was a minor one, but what is allowed would be up to the individual DM.<br /> -Another way would be to divide each school to be divided into different subclasses, then let the player improvise effects based on these using existing spells as guidelines. Example: Evocation [fire] - "I cast a fire evocation where I want this torch to explode into a round burst of fire with a 10 ft. radius where i throw it." This might be time consuming, though, but if refined it might work. Also, you would prepare spells by shool and subschool instead of individual spells (2 fire [evocation], 3 abjuration [force] etc.)<br /> -Spell point system and/or spell rolls. These both help removing the static feel of magic, which makes it less fantasyish (in MY opinion). Also maybe the ability to cast unlimited spells per day, although you are worn down by it (subdual damage) or have other ill effects when to much casting is performed.<br /> -Advancing as a wizard requires a lot of research and materials, requiring libraries, environs with good resources etc. No "backwater wizards", only wizards near established cities or the like (except the travelling or settled/retired ones).<br /> -"Magic Shops" only sell spellbooks, parchment, empty scrools, ink, material components and other non-magical mage-accessories. Scrolls and potions might be available in very specialized shops though.<br /> -Magic items are usually old and have histories behind them. Possible to contract wizards for creating magic items, but the dirty work (gathering components and such) must be done by the PCs. If special formulas are needed, the players might need to help research these, or maybe wizards only will make stuff they already have the formulas for.</li> <li data-xf-list-type="ul">The challenge rating problem could be solved by thinking properly through every encounter before running it. Believe me, it works! </li> </ul><p></p><p>Now Im sick of writing! </p><p></p><p>Excuse me while I go play with my cats...</p></blockquote><p></p>
[QUOTE="Arthur Tealeaf, post: 88257, member: 2086"] [b]BlaH[/b] Here are my suggestions/"wants & wishes": (remember: these suggestions are probably defunct in every "balance" issue out there. They are for people who don't that much about their stats but more about role-playing aspects.) These suggestions are also NOT for dungeon crawl and similar games! [list] [*]To start out: Hong, your suggestion about low level play certainly works out well, but what if I want players who can kill an orc behind 9/10 cover with one arrow from 200 feet, but still can't jump from 10th floor of a building and then walts through 200 orcs with one hand? I want supa-skilled players who still fear 20 mad commoners with scythes, because they actually might get [B]killed[/B] !! I solve this with Ken Hoods grim-n-gritty system, downloadable [URL=http://www.sleepingimperium.rpghost.com/downloads/GrimNGrittyHitPointRules.pdf]here[/URL] . (These rules also support called shots. Wheee!) [*]I don't really want low-magic, but I want magic to be special. Ways to support this: -away with sorcerers. Magic in your blood is very special, only innately magically creatures can be sorcerers (to me, elves master magic well, they don't have it their blood). Suddenly, that half-dragon sorcerer is much more special. -Modify the classes with only small magical powers (Rangers, Paladins etc.). I won't go further into this, because it's an endless discussion. -Wizards need to study magic all their life to be able to use it. No "looking over Mialee's shoulder as she prepares her spells" multiclassing. -Magic Items harder to create. Special components are needed, and very special formulas need to be researched to create them. Just because you meet the prerequisites doesn't need you know how to create an item. Maybe only elves know the formulas needed for boots of elvenkind... Usually, everyone makes racial magic items with no problem. Now this might be a problem unless you have a very close connection with that particular race. -Wizards can only be specialist wizards and can only cast spells from their school. Other schools require multiclassing (5th level Evoker, 2nd level diviner...). Now that necromancer is much more special, he can't just cast an extra necromancy spell every day! This might create balance issues (i.e. evokers much more powerful than diviners), but only when it comes to combat. A diviner wouldn't wade into combat like an evoker would anyway. Things are somehow balanced with the fact that everyone have very little hit points in the grim-n-gritty system (except for the big monsters). -No race has wizard as a favored class. -XP penalties for multiclass wizards no matter how close levels are to eachother (to reflect the difficulty of magic. Magic should be harder to wield than a longsword...) -levelled magic items might be a good idea, but I haven't thought that one thoroughly through yet. -Clerics. Eh... I don't really know about that one, but it would be fun to create a new system based entirely on channelling positive/negative energy (or for neutral clerics: a little of both). It would make divine powers stand out from arcane, just as I think they should. (somebody suggested this earlier on. Thanx 4 the idea!!!!!!) -Spells need to mean more than just stats! Many ideas have been presented for solving this. Another is to just allow the players to influence spell effects by inventing on the fly, allowing the DM to modify suggestions so they don't break the game. Examples might include letting the fireball be cast on an apple, then throwing the apple immediately, letting the fireball blow up when it impacts. This was a minor one, but what is allowed would be up to the individual DM. -Another way would be to divide each school to be divided into different subclasses, then let the player improvise effects based on these using existing spells as guidelines. Example: Evocation [fire] - "I cast a fire evocation where I want this torch to explode into a round burst of fire with a 10 ft. radius where i throw it." This might be time consuming, though, but if refined it might work. Also, you would prepare spells by shool and subschool instead of individual spells (2 fire [evocation], 3 abjuration [force] etc.) -Spell point system and/or spell rolls. These both help removing the static feel of magic, which makes it less fantasyish (in MY opinion). Also maybe the ability to cast unlimited spells per day, although you are worn down by it (subdual damage) or have other ill effects when to much casting is performed. -Advancing as a wizard requires a lot of research and materials, requiring libraries, environs with good resources etc. No "backwater wizards", only wizards near established cities or the like (except the travelling or settled/retired ones). -"Magic Shops" only sell spellbooks, parchment, empty scrools, ink, material components and other non-magical mage-accessories. Scrolls and potions might be available in very specialized shops though. -Magic items are usually old and have histories behind them. Possible to contract wizards for creating magic items, but the dirty work (gathering components and such) must be done by the PCs. If special formulas are needed, the players might need to help research these, or maybe wizards only will make stuff they already have the formulas for. [*]The challenge rating problem could be solved by thinking properly through every encounter before running it. Believe me, it works! [/list] Now Im sick of writing! Excuse me while I go play with my cats... [/QUOTE]
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Too much magic in DnD - Lets fo something about it 2.
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