What Changes to Inzeladun?

Chachi said:
Magic items may or may not be real things. I like the idea of items being superior and better than average without being magical. I may have a deck of cards that is so lucky that I win more than I lose with them. Then again, that may just be all in my head. I don’t like the idea of a +2 short sword and a +1 amulet. Magical items aren’t that mundane. They can’t be purchased at a dealer. The same for healing potions. There may be artifacts, but only a very few and extremely rare. Think of the Gutenberg Bible.
I quite agree.

I also like settings where magic really does not solve the problem and, more often than not, where magic is the problem.

I also hate DnD wands. A wand in myth, legend and story aids a sorcerer in magic - it is not a spell repository. The sorcerer should have the ability to wield magic; the item itself should not contain definable spells. That should be the case with almost all magic items.
 
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I would have to agree. The most appealing aspects of Inzeladun for me are these:

You can be a hero. The field of play is open. If your character wants to try something, the opportunity is there, regardless of what the DM had in mind... Character/DM symbiosis.

As long as these elements remain, Inzeladun will be great, in my opinion. Take them away and you have nothing.
 

I am sort of a late comer to Inzelandun . . . I have seen the website and downloaded the book, and overall, i have been incrediably impressed with the size and scope (to steal that saying) of the world. It is amazing. Period.

So, what should you do with this? To tell you the truth, i am not sure. Staying true to what you love, enjoy and have crafted yourself are what would be important here, in my mind. I am also a (wannabe) world builder who is amazed at the many flaws in the d20 system, what with the amount of magic there is. Tolkiens Middle Earth and real-world myths, legends, folklore and concepts are what help drive me and inspire me - perhaps you should refer back to what truely made you want to create Inzelandun.

Going back to your roots and taking a breathe of fresh air and saying "wow, this made me think of doing this, and that idea let me make this" might really help you.

If you truely think that Inzelandun is not worth it, then maybe a new world would be the key - something with a more defined concept to it, and not a "kitchen sink" world as you outlined in the first post. My main campaign setting is a low-magic world set in what would be, in earths timeline, abour 1050 AD; and a world which i think will benefit greatly from Iron Heroes. And yet i also wish to craft a "kitchen sink" sort of world set in 1500 with a high fantasy feel to it. I want a Battlemage base class - something which would rub my low magic campaign the wrong way.

I don't know if that helps or hinders you, Vince, but i do wish that it's the former, and that the latter won't bother you for any great amount of time. See you around!
 

I'd like to play a wizard based more on Tolkien as well. Or a Conan type mage. Video game inspirations of games, as well as comic book mages like Dr. Strange seem pretty nice. Even sub-gods seem to fit my strange bill. If you've read Paths to Faith you'd understand. They've come up with a new character type called the Small God. Only the most powerful of the Small Gods have portfolios.
 

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