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<blockquote data-quote="Faraer" data-source="post: 2088243" data-attributes="member: 6318"><p>The Realms has a vast array of magics: different magical traditions current and past, human and nonhuman, strange sorcerous wild talents, rare magics such as spellfire, pseudo-magics such as the Invisible Art. Any of these *could* have game rules written for them, but it wouldn't be sensible to write up Imaskari magics known by few or none in the modern Realms when there are thousands of spells that *are* relatively available to PCs and NPCs yet to be revealed.</p><p></p><p>What the advantage would be of excluding from play magical effects that aren't fully documented ruleswise -- the majority of them, including almost all non-adventuring spells -- I can't imagine. Is it 'cheating' to have gods in play without detailed rules for how PCs can become gods, or magically altered geography? That's giving the rules a far more central role in the game than I would ever want, or than they have in Ed Greenwood's roleplaying-over-rules campaigns which are the basis of the Realms (and the opposite, Psion, of 'sloppy').I just got <em>Dungeon</em> #121 and learned that after 18 years, the Dungeon of the Crypt is coming! Bravo, Eric and Erik.</p></blockquote><p></p>
[QUOTE="Faraer, post: 2088243, member: 6318"] The Realms has a vast array of magics: different magical traditions current and past, human and nonhuman, strange sorcerous wild talents, rare magics such as spellfire, pseudo-magics such as the Invisible Art. Any of these *could* have game rules written for them, but it wouldn't be sensible to write up Imaskari magics known by few or none in the modern Realms when there are thousands of spells that *are* relatively available to PCs and NPCs yet to be revealed. What the advantage would be of excluding from play magical effects that aren't fully documented ruleswise -- the majority of them, including almost all non-adventuring spells -- I can't imagine. Is it 'cheating' to have gods in play without detailed rules for how PCs can become gods, or magically altered geography? That's giving the rules a far more central role in the game than I would ever want, or than they have in Ed Greenwood's roleplaying-over-rules campaigns which are the basis of the Realms (and the opposite, Psion, of 'sloppy').I just got [i]Dungeon[/i] #121 and learned that after 18 years, the Dungeon of the Crypt is coming! Bravo, Eric and Erik. [/QUOTE]
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