jeff
Level 4 Theurgist
Posts: 108
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Post by jeff on Dec 8, 2013 21:09:02 GMT -6
Thanks for resurrecting this thread. As one who is planning on dropping clerics on the next game I plan on running, I find it particularly useful.
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jeff
Level 4 Theurgist
Posts: 108
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Post by jeff on Dec 1, 2013 18:44:07 GMT -6
I'm worried that could remove the motivation to seek out and kill other great wizards for their spells. Stealing spell books, or coercing knowledge out of other sorcerers is a big part of being a magic user. An understandable concern, however, one of my intents is that wizards are not seeking out other wizards for the sole purpose of stealing their spells. I don't want that kind of wizard-hunt-wizard play at all. One of the objectives is that wizards are very rare (maybe 1 or 2 per kingdom) and that discovering spells is VERY dangerous business. Magic items would be from an age long past...available but rare. Potions would be the works of alchemists. What problems do you have with MUs knowing too many spells that caused you to do this? I tend to end up with my magic-user players having lots of spells to choose from. The 2nd level MU IMC knows 13 different first level spells, all but 3 of which I created. I never said I had a problem with MUs knowing too many spells. I just want the spells known to be difficult to obtain. It hasn't been hashed out on paper or anything, moreover just a thought of how I might want to handle it.
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jeff
Level 4 Theurgist
Posts: 108
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Post by jeff on Nov 28, 2013 23:48:01 GMT -6
One of the things I am doing in my next game is to make magic more rare and much less "accessible" to standard MUs.
They cannot learn spells from scrolls, nor can they learn them from other magic users' spell books. Instead, they learn spells from supernatural entities. Often MUs will adventure to find specific rewards for a supernatural entity so that the entity will teach them a specific spell, which is unique for each caster. Spell books would still be used specifically for recording how the MU casts his spells, but the book is specific to the wizard, not even a read magic spell will allow an MU to learn from another's spell book.
I also like the idea of MUs gaining spells from creatures like unicorns or dryads. Instead of having them as followers, you could have the creature provide a magic item (like a wand from a the dryad's tree, or a sliver of the unicorn's horn) which provides the spell like effects just like any other magic item. The creature would provide it if the MU spares their life or for some other service. It also, doesn't inhibit the MU from actually enslaving an elemental using a brazier or bowl or even some other method for forcing chaotics to do the will of the MU for a limited time.
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jeff
Level 4 Theurgist
Posts: 108
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Post by jeff on Nov 28, 2013 21:40:38 GMT -6
I really like the good/evil angle.
Much like Finarvyn, I am leaning towards blanket good/evil (or law/chaos if you prefer) for all my games.
The one I am prepping/writing now is going to the extreme. There are no elves, dwarves, or halflings in the game world, and the only lawful creatures are men. Man is the last great hope of the world. Not all men are good, but the only good left in the world is in the hands of men. The gods of mankind are of all stripes, both law and chaos, balance and imbalance...but there are no sentient creatures that worship gods of good anymore. Magic is almost universally evil (or, at least, used for evil), where power (spells) is gained through pacts with demons or other nefarious creatures. I want my players dropped into a dismal world where they can be beacons of good, lords of evil, or mighty weights for balance...depending on their choices.
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jeff
Level 4 Theurgist
Posts: 108
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Post by jeff on Nov 28, 2013 20:48:58 GMT -6
Really really awesome sheet! Very evocative. I'd like to see more room for Equipment. You could create 7 versions for each of the core classes (yeah yeah...too much work)
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jeff
Level 4 Theurgist
Posts: 108
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Post by jeff on Sept 11, 2013 13:00:07 GMT -6
South side of Atlanta, GA.
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jeff
Level 4 Theurgist
Posts: 108
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Post by jeff on Jul 29, 2013 8:55:04 GMT -6
Thanks to all the replies. waysoftheearthI have read through a few of your previous posts, particularly the one where you compare DD to S&W:WB, and I did find it very informative. I appreciate the response and it does provide some clarification about the differences. Since I have never played OD&D, I can't comment about the spirit of it in comparison to DD (of course, I haven't played DD either...my current game uses Basic Fantasy RPG)...but I've always been interested in learning more about OD&D and possibly playing it. The idea of paying out the nose for OD&D books assaults my senses a bit, so I wanted to find something that is "as close as possible" to the original without having to buy the LBBs + Greyhawk + a few other things. ratikranger (love the avatar, btw) I am an enthusiast, but I think I am more of a pragmatist. I don't see much point in having OD&D if I am not going to play it, and I certainly don't want to have books that are difficult to understand for new players. If I were a collector, I'd find the LBBs in good condition and keep them...but I'm not...so I want something usable at the table, and DD sounds like it might be the closest to OD&D that there is.
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jeff
Level 4 Theurgist
Posts: 108
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Post by jeff on Jul 28, 2013 19:40:35 GMT -6
Is there a mildly comprehensive comparison of DD to OD&D?
I don't have the LBB and I am not well versed in OD&D...so wanted to know what the differences betweed DD & OD&D is. Thx in advance.
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