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<blockquote data-quote="Gilladian" data-source="post: 5308945" data-attributes="member: 2093"><p>My next campaign will be an E6 rules game. I like magic that has strict limitations, yet it completely replaces technology. I think that's the ONLY way to achieve a deep, long-lasting DnD-style history for a world.</p><p></p><p>I like the idea of arcane and divine being separate; one comes from dealings and promises with outsiders/gods, the other comes from internal understanding and personal power. I don't like psionics in my fantasy - I'll save it for my forays into scifi (such as gamma world). </p><p></p><p>I love Vancian magic. I've tried various spell point systems and they always make mages/wizards too powerful. Fire and forget WORKS.</p><p></p><p>In my main campaign world technology doesn't work, past a certain point. Magic does. People can almost understand magic, the way people today can almost understand quantum physics. They use it, they get stuff from it, and they have a certain ability to repeat their successes. That's as far as they can go, really.</p><p></p><p>PCs certainly have a LOT more exposure to magic than ordinary folks, who probably see 3-5 spells cast per year in their lives, and maybe 5-10 magic items. NPCs tend to think of magic as wondrous, strange and dangerous. PCs rarely do; they see enough of it that the wondrous wears off after a while. That's too bad, but I guess inevitable.</p><p></p><p>Other campaigns (like the Ptolus one I'm running now) have different suppositions, and thus a totally different feel.</p></blockquote><p></p>
[QUOTE="Gilladian, post: 5308945, member: 2093"] My next campaign will be an E6 rules game. I like magic that has strict limitations, yet it completely replaces technology. I think that's the ONLY way to achieve a deep, long-lasting DnD-style history for a world. I like the idea of arcane and divine being separate; one comes from dealings and promises with outsiders/gods, the other comes from internal understanding and personal power. I don't like psionics in my fantasy - I'll save it for my forays into scifi (such as gamma world). I love Vancian magic. I've tried various spell point systems and they always make mages/wizards too powerful. Fire and forget WORKS. In my main campaign world technology doesn't work, past a certain point. Magic does. People can almost understand magic, the way people today can almost understand quantum physics. They use it, they get stuff from it, and they have a certain ability to repeat their successes. That's as far as they can go, really. PCs certainly have a LOT more exposure to magic than ordinary folks, who probably see 3-5 spells cast per year in their lives, and maybe 5-10 magic items. NPCs tend to think of magic as wondrous, strange and dangerous. PCs rarely do; they see enough of it that the wondrous wears off after a while. That's too bad, but I guess inevitable. Other campaigns (like the Ptolus one I'm running now) have different suppositions, and thus a totally different feel. [/QUOTE]
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