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What's Your Monster Palette?
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<blockquote data-quote="Ace" data-source="post: 476817" data-attributes="member: 944"><p>Its part of the flavor of the world I guess. I like the options but I almost never use them, Go Figure <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p> Most of the foes players face are either humans, goblins (nasty rhyming ones) or cuthuloid horrors</p><p></p><p>However I reserve the right to use whatever, whenever. </p><p></p><p>While my world has a lot fo magic "zappy' and "move-y" spells are less common so its more of a down to earth feel</p><p></p><p> The worlds unfolding time line (not a meta plot but a sort of time line progression) is set up to let me choose from several flavors</p><p></p><p>1- Humans just arrive, virtually no magic except for low level psions. Basically Psion is allowed but only every second or third level. Low Monsters </p><p></p><p>2- Magic is rare. Monsters are more common. This is actually the most dangerous time to be an adventurer. To keep the flavor I usually limit the party to 1 spell caster and 1 semi spell caster. At the end of this cycle there are the first Clerics </p><p></p><p>3- Normal Greyhawk levels of magic or slightly lighter</p><p></p><p>4- Realms/3e levels of magic. Lots of monsters and now spellcasters have lots of power learned and built up </p><p></p><p>5- High Magic, Gunat warmachines! Magic is everywhere. Monsters are everwhere. Massive magic is available to everyone. Basically every bit of accumulated magic is all available at once. Anyone with a 10 Wis can learn Cleric Spells, Anyone with 10 INT can learn Wiz spells </p><p>This has catstrophic results and leads to... </p><p></p><p>6- Falling apart, Cuthuloid stuff everwhere. Most of the Arcane critters are wiped out by various Angelic Legions and Demonic Hordes the gates are sealed and the only magic left is from the Fae realm. Basically the Fae moved as much as they could of their "essence' over to Midrea and its now a spreading organic power source accesable only by people with right bloodline. </p><p></p><p>7- Aftermath. 17th/18th/early 19th century tech No Wizards or Clerics. Less monsters too. Templates</p><p> Some Undead, Fae, A few other things left over Ravenloft with Elves Basically </p><p></p><p>8- After that magic levels stay the same but tech increases.</p></blockquote><p></p>
[QUOTE="Ace, post: 476817, member: 944"] Its part of the flavor of the world I guess. I like the options but I almost never use them, Go Figure :) Most of the foes players face are either humans, goblins (nasty rhyming ones) or cuthuloid horrors However I reserve the right to use whatever, whenever. While my world has a lot fo magic "zappy' and "move-y" spells are less common so its more of a down to earth feel The worlds unfolding time line (not a meta plot but a sort of time line progression) is set up to let me choose from several flavors 1- Humans just arrive, virtually no magic except for low level psions. Basically Psion is allowed but only every second or third level. Low Monsters 2- Magic is rare. Monsters are more common. This is actually the most dangerous time to be an adventurer. To keep the flavor I usually limit the party to 1 spell caster and 1 semi spell caster. At the end of this cycle there are the first Clerics 3- Normal Greyhawk levels of magic or slightly lighter 4- Realms/3e levels of magic. Lots of monsters and now spellcasters have lots of power learned and built up 5- High Magic, Gunat warmachines! Magic is everywhere. Monsters are everwhere. Massive magic is available to everyone. Basically every bit of accumulated magic is all available at once. Anyone with a 10 Wis can learn Cleric Spells, Anyone with 10 INT can learn Wiz spells This has catstrophic results and leads to... 6- Falling apart, Cuthuloid stuff everwhere. Most of the Arcane critters are wiped out by various Angelic Legions and Demonic Hordes the gates are sealed and the only magic left is from the Fae realm. Basically the Fae moved as much as they could of their "essence' over to Midrea and its now a spreading organic power source accesable only by people with right bloodline. 7- Aftermath. 17th/18th/early 19th century tech No Wizards or Clerics. Less monsters too. Templates Some Undead, Fae, A few other things left over Ravenloft with Elves Basically 8- After that magic levels stay the same but tech increases. [/QUOTE]
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