Post by stabs felcher on Oct 6, 2006 1:37:43 GMT -5
Partly because of flavour purposes in Crescentium, and partly from what I've observed in a rival high level game, there are no gods and no planes. So here's all the crunchy applications of that.
Note: This system is not fully worked out, and not very well thought through, so questions and criticisms are invited.
Spells that don't work:
Conjuration (Teleportation) Spells: Teleport, Dimension Door, Dimension Hop, Beneficial Transposition etc.
If anyone plays a level 12 Monk, I'll compensate you. If there are any others you are wondering about, just post and I'll answer. These are just the ones that come to mind. Generally any spell or item requiring an extraplanar space is out.
Divination, Contact Other Plane, Find the Path, Discern Location etc are also out. I find these make for a real lazy game, plus there's no gods to talk to. Ask about any others.
Scrying and Augury are ok.
Blink is fine, the Shadow spells are fine, and Summon Monster spells are fine. Even though these do rely on planes, they don't offend my delicate sensibilities too much -_^
As for flavour: it's up to you. You don't know for certain where that Dire Penguin is coming from, maybe you're creating it, maybe you're pulling it out of the antarctic.
So, just post any questions here. Also, I admit I haven't fully thought these rules through, so help me out by posting any criticisms. You can't get in trouble for arguing with the DM here, in fact, it's encouraged.
For example, I just realized the lack of Dimension Door means mages can't get out of grapples so easily =(
One last thing: Wondering if I could get some feedback on the lack of Resurrection. Do you prefer to just be able to spend some GP and wake up? Hate saying goodbye to a character permanently? Like th thrill of life and death battles? (whatever that might be...)
Thanks.
Note: This system is not fully worked out, and not very well thought through, so questions and criticisms are invited.
Spells that don't work:
Conjuration (Teleportation) Spells: Teleport, Dimension Door, Dimension Hop, Beneficial Transposition etc.
If anyone plays a level 12 Monk, I'll compensate you. If there are any others you are wondering about, just post and I'll answer. These are just the ones that come to mind. Generally any spell or item requiring an extraplanar space is out.
Divination, Contact Other Plane, Find the Path, Discern Location etc are also out. I find these make for a real lazy game, plus there's no gods to talk to. Ask about any others.
Scrying and Augury are ok.
Blink is fine, the Shadow spells are fine, and Summon Monster spells are fine. Even though these do rely on planes, they don't offend my delicate sensibilities too much -_^
As for flavour: it's up to you. You don't know for certain where that Dire Penguin is coming from, maybe you're creating it, maybe you're pulling it out of the antarctic.
So, just post any questions here. Also, I admit I haven't fully thought these rules through, so help me out by posting any criticisms. You can't get in trouble for arguing with the DM here, in fact, it's encouraged.
For example, I just realized the lack of Dimension Door means mages can't get out of grapples so easily =(
One last thing: Wondering if I could get some feedback on the lack of Resurrection. Do you prefer to just be able to spend some GP and wake up? Hate saying goodbye to a character permanently? Like th thrill of life and death battles? (whatever that might be...)
Thanks.