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Too much magic in DnD - Lets fo something about it 2.
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<blockquote data-quote="kenjib" data-source="post: 88541" data-attributes="member: 530"><p>Hey Bramadan, how about editing a link to the original discussion into the first post? Otherwise we'll get more people jumping in repeating previous sentiments without knowing that it's already been hacked to death than we will otherwise.</p><p></p><p>Did anyone get a chance to take a look at the occult mage concept I posted? Basically it's just a simple way to modularize spell casting and create different traditions that operate with different principles and spell lists. It makes it easy to still use the current spell casting rules but add in little packages that have new subrules.</p><p></p><p>You could, for example, create new traditions that requires skill rolls for each spell cast. You could also create new traditions that cause subdual damage, insanity, or attract the attention of dangerous outsiders.</p><p></p><p>It is just a framework that I think might be useful for us to work within. One advantage is that it provides for a consistent system that we can take advantage of and have all of our different magic ideas remain cross-compatible and still very compatible with the standard D&D/d20 rules. If we were to create several concepts using this system a person could pick and chose which one(s) they like and adapt them to their game world. Someone could, for example, take mmadsen's mythic and mysterious spell caster with a heavily modified spell list and at the same time also use my Byurinese Witch or Nomitic Theurgist (changing the religious details to fit their campaign of course). All three could co-exist and be cross-compatible in the same world, allowing for great flexibility.</p><p></p><p>What do you guys think? Does it outright suck or is it something to work with? I'd be more than happy to alter the details and refine it to suit our needs and any feedback, change suggestions would be most welcome.</p><p></p><p>In any case, I think that it might be a good chance for us to start taking all of this theoretical discussion to the table, so to speak, and actually start applying it in such a way that we get nice results.</p><p></p><p>One thing that I would like to do, perhaps, is to remove the class mechanics from beneath the concept and make it work more simply as a spell list/casting rules modification template. As it is currently, I've got some rules built in regarding how casting is done - i.e. I recommeded using the ITCK Psionics rules and also mentioned that the Vancian rules will work fine as well. I think it could be more flexible so that people can choose the underlying mechanics from several options as well. That would allow for maximum flexibility in custom designing a system tailored to a specific campaign while still providing a consistent framework and set of guidelines for doing so.</p></blockquote><p></p>
[QUOTE="kenjib, post: 88541, member: 530"] Hey Bramadan, how about editing a link to the original discussion into the first post? Otherwise we'll get more people jumping in repeating previous sentiments without knowing that it's already been hacked to death than we will otherwise. Did anyone get a chance to take a look at the occult mage concept I posted? Basically it's just a simple way to modularize spell casting and create different traditions that operate with different principles and spell lists. It makes it easy to still use the current spell casting rules but add in little packages that have new subrules. You could, for example, create new traditions that requires skill rolls for each spell cast. You could also create new traditions that cause subdual damage, insanity, or attract the attention of dangerous outsiders. It is just a framework that I think might be useful for us to work within. One advantage is that it provides for a consistent system that we can take advantage of and have all of our different magic ideas remain cross-compatible and still very compatible with the standard D&D/d20 rules. If we were to create several concepts using this system a person could pick and chose which one(s) they like and adapt them to their game world. Someone could, for example, take mmadsen's mythic and mysterious spell caster with a heavily modified spell list and at the same time also use my Byurinese Witch or Nomitic Theurgist (changing the religious details to fit their campaign of course). All three could co-exist and be cross-compatible in the same world, allowing for great flexibility. What do you guys think? Does it outright suck or is it something to work with? I'd be more than happy to alter the details and refine it to suit our needs and any feedback, change suggestions would be most welcome. In any case, I think that it might be a good chance for us to start taking all of this theoretical discussion to the table, so to speak, and actually start applying it in such a way that we get nice results. One thing that I would like to do, perhaps, is to remove the class mechanics from beneath the concept and make it work more simply as a spell list/casting rules modification template. As it is currently, I've got some rules built in regarding how casting is done - i.e. I recommeded using the ITCK Psionics rules and also mentioned that the Vancian rules will work fine as well. I think it could be more flexible so that people can choose the underlying mechanics from several options as well. That would allow for maximum flexibility in custom designing a system tailored to a specific campaign while still providing a consistent framework and set of guidelines for doing so. [/QUOTE]
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Too much magic in DnD - Lets fo something about it 2.
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