| Subject: Re: Poll: Magic in the campaign |
Author:
magusDM
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Date Posted: 18:21:30 04/01/02 Mon
In reply to:
Lee
's message, "Poll: Magic in the campaign" on 09:03:22 04/01/02 Mon
Scattered thoughts:
Low magic, all the way.
I'd suggest making wizard spells hard to come by. Players will have to search for the more powerful ones. Even sorcerers might have to learn them from someone else first.
Item creation feats should involve small quests to find the components needed to create the item. It should never be easy. Maybe healing potions and such should be easy enough to make, however.
There should not be an easy place to buy magical items and weapons, either. That takes the fun out of it. They should be rewards for quests or found in treasure hordes.
In other words, do what's needed so that the existence of magic is not trivialized. Even a +1 sword should be worthy of awe at the least, or given a name at the most. The players should not rely on magic as a crutch, but have just enough that they can use it to enhance their own skills. However, they should be able to get by without it, except in special situations where a creature might -need- a magic weapon to harm it.
As far as clerical magic... well... for the most part, it isn't as powerful as arcane magic when it comes to offense. It's mostly healing and such. If you want, you can have it work as follows: Each spell is a prayer. The player has to have learned the prayer once, after which he can pray for the spell each day. He doesn't need to have it in a book like a mage does. The cure and domain spells would probably be exceptions to this.
Those are my random thoughts on the matter...
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