New Spirit
25-01-2007, 18:20
If you want a low magic world, you should keep it simple from the start. Meaning to allow only non/low magic classes and prestige classes.
The guideline is to reduce magic but still keep it powerful.
I just want to cover basic classes in this thread, and write more detail if my ideas are well recieved
Definitions, that you know what i'm talking about:
Basic classes with no magic:
barbarian, fighter, rogue, monk
Basic classes with low/med magic:
Ranger, paladin, bard
Basic classes with high magic:
wizard, sorcerer, cleric, druid
At the start of utt3, only no magic classes are selectable. Then you take some time to adjust spells and abilities for the low/med magic classes and one after the other
make them available for play.
Ranger and paladin should not take that long to customise (few spells). Bard might take a bit longer.
Gradually, the world will be filling up with a little bit of magic. That lets you see exactly what impact each spell has on quests/gameplay/rp. Too powerful or too weak spells can be spotted quickly and modified without giving players time to complain.
Now the high magic classes: they are only available to players as a reward for remarkably good rp. The apearance of a high magic character probably involves a plot.
That way you make sure they are handled sensibly, and not many of them are around.
The high magic classes can remain quite powerful (as magic should be), without worry of abuse.
Comments, feedback, lets hear it.
If you like the concept, i'll write more detail.
The guideline is to reduce magic but still keep it powerful.
I just want to cover basic classes in this thread, and write more detail if my ideas are well recieved
Definitions, that you know what i'm talking about:
Basic classes with no magic:
barbarian, fighter, rogue, monk
Basic classes with low/med magic:
Ranger, paladin, bard
Basic classes with high magic:
wizard, sorcerer, cleric, druid
At the start of utt3, only no magic classes are selectable. Then you take some time to adjust spells and abilities for the low/med magic classes and one after the other
make them available for play.
Ranger and paladin should not take that long to customise (few spells). Bard might take a bit longer.
Gradually, the world will be filling up with a little bit of magic. That lets you see exactly what impact each spell has on quests/gameplay/rp. Too powerful or too weak spells can be spotted quickly and modified without giving players time to complain.
Now the high magic classes: they are only available to players as a reward for remarkably good rp. The apearance of a high magic character probably involves a plot.
That way you make sure they are handled sensibly, and not many of them are around.
The high magic classes can remain quite powerful (as magic should be), without worry of abuse.
Comments, feedback, lets hear it.
If you like the concept, i'll write more detail.