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Where Complexity Belongs
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<blockquote data-quote="nevin" data-source="post: 9847770" data-attributes="member: 7024481"><p>Ritual magic I don't necessarily want to be extemely complex but I think I want some more complex rules on complications and consequences on what happens when you cast magic that big. Do the outer planes notice? Does hell suddenly get a warm fuzzy and an note with the names of the casters if it's an evil ritual etc. How do the gods react if it makes a substantial change to reality or a portion of reality. How do individual gods react when you try do big magic that impacts thier domain. I think there is lots of complex stuff the DM should be considering. But For the actual stuff the PC's need to do I agree a limited number of steps is better. </p><p></p><p>Crafting the puzzle to solve thing my gut reaction is nope. But I will say that past normal mundane magic items the DM and player should probably be collaberating. I'd love to see more detailed rules for newer DM's on how to handle the PC that wants to craft a sword of "RED DRAGON Slaying" or an "Arrow of Slaying" . I think the process for things, or the mats for things should be hard, whether that's a whole bunch of complex things to do or just hard things to get like say the heart of a red dragon of every age category and they can't be over XXX months old when the ritual starts with no magical preservation usable because that magic will jack up the ritual. But having written all that I don't want an MMO style crafting system in my RPG game that takes hours and hours of planning and other stuff in game. I want it all to flow with the story and the game going on. </p><p></p><p>The big thing is I don't complexity turning into stressful chores to waste time like some World of Warcraft game.</p></blockquote><p></p>
[QUOTE="nevin, post: 9847770, member: 7024481"] Ritual magic I don't necessarily want to be extemely complex but I think I want some more complex rules on complications and consequences on what happens when you cast magic that big. Do the outer planes notice? Does hell suddenly get a warm fuzzy and an note with the names of the casters if it's an evil ritual etc. How do the gods react if it makes a substantial change to reality or a portion of reality. How do individual gods react when you try do big magic that impacts thier domain. I think there is lots of complex stuff the DM should be considering. But For the actual stuff the PC's need to do I agree a limited number of steps is better. Crafting the puzzle to solve thing my gut reaction is nope. But I will say that past normal mundane magic items the DM and player should probably be collaberating. I'd love to see more detailed rules for newer DM's on how to handle the PC that wants to craft a sword of "RED DRAGON Slaying" or an "Arrow of Slaying" . I think the process for things, or the mats for things should be hard, whether that's a whole bunch of complex things to do or just hard things to get like say the heart of a red dragon of every age category and they can't be over XXX months old when the ritual starts with no magical preservation usable because that magic will jack up the ritual. But having written all that I don't want an MMO style crafting system in my RPG game that takes hours and hours of planning and other stuff in game. I want it all to flow with the story and the game going on. The big thing is I don't complexity turning into stressful chores to waste time like some World of Warcraft game. [/QUOTE]
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