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General Tabletop Discussion
*TTRPGs General
Too much magic in DnD - Lets fo something about it 2.
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<blockquote data-quote="kenjib" data-source="post: 92751" data-attributes="member: 530"><p>That sounds great and ideally I completely agree 100%. My two concerns with such an ambitious undertaking are that:</p><p></p><p>1. The more ambitious a project is, the less likely it is to ever be completed. This is doubly so for a project that is not part of a paid job.</p><p></p><p>2. The more the rules diverge from the standard rules the more playtesting and fine tuning they require, all of which requires significant resources, of which we have a sparing amount - the ENWorld community does not commit large amounts of attention to examining new rules. Witness the slow pace and general inattentiveness of the house rules section of the board.</p><p></p><p>I love lists too much, don't I? <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f631.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":o" title="Eek! :o" data-smilie="9"data-shortname=":o" /> </p><p></p><p>I'd be happy to help out though as soon as I see your necromancer prestige class and the framework you plan to use. The general concept is great. You might want to skim through the Sovereign Stone magic system for some ideas as well. There are no arbitrary limitations on spell casters, which is part of the feel you're after. Their limiting mechanisms are a bit different from what you're going for but still might give you some food for thought.</p><p></p><p>EDIT: Oops - almost forgot another thing. Check this out - <a href="http://www.atlas-games.com/pdf_storage/occultlore_ad.pdf" target="_blank">http://www.atlas-games.com/pdf_storage/occultlore_ad.pdf</a></p><p></p><p>Both this and the natural 20 release that RangerWickett pointed out have possible potential for letting us build off of pre-existing OGL rules instead of making something new.</p></blockquote><p></p>
[QUOTE="kenjib, post: 92751, member: 530"] That sounds great and ideally I completely agree 100%. My two concerns with such an ambitious undertaking are that: 1. The more ambitious a project is, the less likely it is to ever be completed. This is doubly so for a project that is not part of a paid job. 2. The more the rules diverge from the standard rules the more playtesting and fine tuning they require, all of which requires significant resources, of which we have a sparing amount - the ENWorld community does not commit large amounts of attention to examining new rules. Witness the slow pace and general inattentiveness of the house rules section of the board. I love lists too much, don't I? :o I'd be happy to help out though as soon as I see your necromancer prestige class and the framework you plan to use. The general concept is great. You might want to skim through the Sovereign Stone magic system for some ideas as well. There are no arbitrary limitations on spell casters, which is part of the feel you're after. Their limiting mechanisms are a bit different from what you're going for but still might give you some food for thought. EDIT: Oops - almost forgot another thing. Check this out - [url]http://www.atlas-games.com/pdf_storage/occultlore_ad.pdf[/url] Both this and the natural 20 release that RangerWickett pointed out have possible potential for letting us build off of pre-existing OGL rules instead of making something new. [/QUOTE]
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Too much magic in DnD - Lets fo something about it 2.
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