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<blockquote data-quote="Jimlock" data-source="post: 5560677" data-attributes="member: 6674931"><p>Forgive me, but i fail to see how, by saying that what weakens skills is the abundance of magic, is making assumptions about you and your game. If some of what i've said has offended you in some way, i apologize for it was not my intention.</p><p></p><p></p><p></p><p></p><p>In the most general of terms, it so happens that my game(s) share many of the above mentioned criteria.</p><p>In my game(s) as well... spellcasters are few... magical items are rare... generally, money cannot buy magic, only some minor cantrips like you suggest... spells have to be found to be learned (and are very hard to find)... specific components are rare and hard to find... sorcerers do not exist (magic, other than the innate special abilities of monsters require study to be manipulated) Psionics do not exist...( i just hate them, no explanation required) divine spellcasters are very restricted by their deities in matters of spellcasting (meaning that a divine spellcaster has to follow/serve the code/moral/goals of his deity pretty strictly, otherwise there are repercussions to his "connection" with the deity (reduced spells/spellcasting-ability), which also makes the choice of a deity not to be taken as lightly... transmutations (alter self, polymorph, shapechange) can only be possible if the caster has some personal understanding of the form he is about to take, through study-acute observation (the caster has to have seen the creature, and must have studied it in some way in order to assume its form)...skills play a major role (as much as Talents/Skills/Knowledge play a primordial role in White Wolf's game)... well you get the picture...</p><p></p><p></p><p></p><p>Allow me to disagree. It does matter how abundant magic is in the world, for it affects how easy it is for the spellcasters to obtain knowledge/power. If a DM manages to effectively keep a short leash on the spells lists, components, and transmutation knowledge, he might be giving spellcasters a harder time during the early levels (even that is debatable), but later on it pays out for spellcasters do not become super powerful. No matter what level a spellcaster has, if his spells are few in number, he can only be extra powerful in specific topics, not throughout the game. His few spells have to be chosen and used very wisely so as to overcome the variety of obstacles the DM throws at him. Even more, the value and strength of martial classes does not diminish, for when the spellcaster strikes a dead end (and this will happen quite often if a spellcaster is not let loose) his martial buddies are going to save the day. As far as i have experienced them, solutions like this provide for a balanced game.</p></blockquote><p></p>
[QUOTE="Jimlock, post: 5560677, member: 6674931"] Forgive me, but i fail to see how, by saying that what weakens skills is the abundance of magic, is making assumptions about you and your game. If some of what i've said has offended you in some way, i apologize for it was not my intention. In the most general of terms, it so happens that my game(s) share many of the above mentioned criteria. In my game(s) as well... spellcasters are few... magical items are rare... generally, money cannot buy magic, only some minor cantrips like you suggest... spells have to be found to be learned (and are very hard to find)... specific components are rare and hard to find... sorcerers do not exist (magic, other than the innate special abilities of monsters require study to be manipulated) Psionics do not exist...( i just hate them, no explanation required) divine spellcasters are very restricted by their deities in matters of spellcasting (meaning that a divine spellcaster has to follow/serve the code/moral/goals of his deity pretty strictly, otherwise there are repercussions to his "connection" with the deity (reduced spells/spellcasting-ability), which also makes the choice of a deity not to be taken as lightly... transmutations (alter self, polymorph, shapechange) can only be possible if the caster has some personal understanding of the form he is about to take, through study-acute observation (the caster has to have seen the creature, and must have studied it in some way in order to assume its form)...skills play a major role (as much as Talents/Skills/Knowledge play a primordial role in White Wolf's game)... well you get the picture... Allow me to disagree. It does matter how abundant magic is in the world, for it affects how easy it is for the spellcasters to obtain knowledge/power. If a DM manages to effectively keep a short leash on the spells lists, components, and transmutation knowledge, he might be giving spellcasters a harder time during the early levels (even that is debatable), but later on it pays out for spellcasters do not become super powerful. No matter what level a spellcaster has, if his spells are few in number, he can only be extra powerful in specific topics, not throughout the game. His few spells have to be chosen and used very wisely so as to overcome the variety of obstacles the DM throws at him. Even more, the value and strength of martial classes does not diminish, for when the spellcaster strikes a dead end (and this will happen quite often if a spellcaster is not let loose) his martial buddies are going to save the day. As far as i have experienced them, solutions like this provide for a balanced game. [/QUOTE]
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