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Wizards Banned from Armor (Your Fluff Wanted)
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<blockquote data-quote="Sir Brennen" data-source="post: 6353651" data-attributes="member: 553"><p>Well, I briefly described it in my original post, which I've edited a bit for clarity, but the specific reason is very similar to "because gestures" - the wizard paints intricate tattoo/symbols on his body as part of his daily spell preparation. For spells that have a somatic component (which most do), the corresponding symbol is touched as part of that component, so it needs to be accessible.</p><p></p><p>More generally, the setting has most of its cultures in tropical or desert areas, and draws a lot of elements from Arabian Nights, Hindi mythology, Barsoom and even Dune. So another outcome of the setting is heavy armor is very rare, because of the heat. The idea of wizards having magical henna-like tattoos was a visual that came to me, I liked a lot and thought was a good fit for the setting. As someone that started with 1E, I'll admit that "hey, and it's kinda old school" was a thought I had, but not the primary reason.</p><p></p><p>But I'm not only looking for suggestions for my setting. I'm also curious to hear how other people would tie such a restriction into their setting, both mechanically and fluff-wise.</p><p></p><p></p><p></p><p>Benefit might even be too strong of a word. More like side effects or logical outcomes of whatever the in-game reason is for the armor restriction. It might provide a minor advantage, like Scarred Lands heat generation offering a brief, small bit of cold protection, or something that might be a slight hinderance, or just quirky. For instance, as a result of spell tattoos, I'll let someone proficient in Arcana make a check to determine what the highest level spells a wizard can cast are, getting a general idea of how powerful he is.</p><p></p><p>However, your suggestion of providing an equivalant to armor proficieny other than wearing actual armor is very interesting. I'll have to ponder that some more.</p></blockquote><p></p>
[QUOTE="Sir Brennen, post: 6353651, member: 553"] Well, I briefly described it in my original post, which I've edited a bit for clarity, but the specific reason is very similar to "because gestures" - the wizard paints intricate tattoo/symbols on his body as part of his daily spell preparation. For spells that have a somatic component (which most do), the corresponding symbol is touched as part of that component, so it needs to be accessible. More generally, the setting has most of its cultures in tropical or desert areas, and draws a lot of elements from Arabian Nights, Hindi mythology, Barsoom and even Dune. So another outcome of the setting is heavy armor is very rare, because of the heat. The idea of wizards having magical henna-like tattoos was a visual that came to me, I liked a lot and thought was a good fit for the setting. As someone that started with 1E, I'll admit that "hey, and it's kinda old school" was a thought I had, but not the primary reason. But I'm not only looking for suggestions for my setting. I'm also curious to hear how other people would tie such a restriction into their setting, both mechanically and fluff-wise. Benefit might even be too strong of a word. More like side effects or logical outcomes of whatever the in-game reason is for the armor restriction. It might provide a minor advantage, like Scarred Lands heat generation offering a brief, small bit of cold protection, or something that might be a slight hinderance, or just quirky. For instance, as a result of spell tattoos, I'll let someone proficient in Arcana make a check to determine what the highest level spells a wizard can cast are, getting a general idea of how powerful he is. However, your suggestion of providing an equivalant to armor proficieny other than wearing actual armor is very interesting. I'll have to ponder that some more. [/QUOTE]
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