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Relentless
Sep 22, 2007

It's a perfect day for some mayhem!


My favorite part about Eberron isn't even the politics or the racial stereotype changeups.

It's all the bound elementals.

Bind an ice elemental, put them in a metal box. You now have a freezer.

Fire elementals running train engines. Airships held aloft with air elementals. Ships stabilized by water elementals. Construction aided by earth elementals.

It modernizes the setting without taking anything away.

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Ryuujin
Sep 26, 2007
Dragon God

Aniodia posted:

To be honest, there's a lot of stuff in D&D that's worth exploring a lot more than what's already been done, in both established settings as well as just the implications that arise from the basic Players Handbook. To touch back on the Eberron talk, that's really one of the only settings that I can readily think of that acknowledges the fact that there are people who can shoot fire and fly around like it's nothing, there's more than one person who can do such feats (and these feats can even be taught to others as well!), and keeps extrapolating on that. Rather than the typical D&D world of Dirtfarmistan, where there might be a wizard out in the middle of bumfuck nowhere, and the closest people haven't decided to burn the witch, Eberron realizes that stuff like Continual Light lamp posts would not only exist, but would probably be fairly common, and the general public would not only be way more comfortable around magic, but (thanks to dragonmarks) may be capable of minor magic themselves without even putting in the time and effort that the actual wizards and artificers do.

Not to say that Eberon's the be-all end-all of settings, as there's way more focus on Dragons and dragon-related stuff than I'd really personally like. That's also not getting into some of the more questionable stuff in the setting, either, like the leader of the Order of the Silver Flame, often referred to as "Loli-Pope", falling suuuper hard into the Little Miss Badass trope.

In any case, I'd love to see a setting that not only took into account that magic is ubiquitous, but high-level magic is a lot more common than it is. I mean, Fly has been available to pretty much any 5th level wizard from Basic all the way on up to 5th Edition, yet it seems that not a single non-Eberron setting has taken that into account, and still has castles with walls (that are easily flown over). That's not even taking into account great siege-breaking spells like Passwall or Cloudkill, let alone having a wizard powerful enough to drop a Meteor Swarm on a besieged army would be absolutely devastating. On the other hand, being able to just create food and water means cutting supply lines is meaningless, poisons and diseases aren't a threat when they can be cured en masse with a few words from a man of faith, and advancing armies can be deterred by a barrier made of whirling blades, and siege towers caught in massive flame strikes.

I'd love for a setting to not only realize there is powerful magic around in the world, but take it to it's natural conclusion. Like Mystara's "200 Level 36 Wizards" in Alphatia, there should have been way more going on than there was. One max-level wizard is hilariously powerful, let alone two loving hundred, in just the top of the ruling class alone. Sure, there were a few floating islands, and yeah, it was totally an allegory for Atlantis, but come the gently caress on. Am I the only one that felt a bit underwhelmed by that? :shrug:

While the Dragonlance recipe book may have been a little underwhelming, I will say the Redwall cookbook is definitely worth a look.

Kind of reminds me of the Dragaera books. Main character works as an Assassin, and does make use of some Magic though he isn't a major spellcaster by any means. Pretty much everyone that is a citizen of the Empire has access to some magic, and they don't really get fat or have scars or go prematurely bald, etc because of it. And their warfare has gone through phases because of Magic. As either attack spells or defense spells outstrip the other.

Arthil
Feb 17, 2012

A Beard of Constant Sorrow

Relentless posted:

My favorite part about Eberron isn't even the politics or the racial stereotype changeups.

It's all the bound elementals.

Bind an ice elemental, put them in a metal box. You now have a freezer.

Fire elementals running train engines. Airships held aloft with air elementals. Ships stabilized by water elementals. Construction aided by earth elementals.

It modernizes the setting without taking anything away.

We actually took that concept for another region that is heavily connected to the elemental planes, so that y'know. You have stuff like that without needing to enslave the elementals to do it.

MonsterEnvy
Feb 4, 2012

Shocked I tell you

Arthil posted:

We actually took that concept for another region that is heavily connected to the elemental planes, so that y'know. You have stuff like that without needing to enslave the elementals to do it.

Elementals are not sentient. Well some are, but not the type that are bound to objects. A basic fire elemental has no feelings or emotions other than burning whatever is in front of it, as it is basically semi living fire.

Elector_Nerdlingen
Sep 27, 2004



MonsterEnvy posted:

Elementals are not sentient. Well some are, but not the type that are bound to objects. A basic fire elemental has no feelings or emotions other than burning whatever is in front of it, as it is basically semi living fire.

Maybe.

Or maybe they're sentient but are also weird multiplanar aliens who can't notice that an aspect of them is bound to an object on the prime material plane.

Or maybe they really do really fuckin hate it and that's why they go berserk when they get unbound.

Or maybe bound to an object is like a cushy job to them and that's why they go berserk when they get unbound.

Eberron's cool like that.

Son of a Vondruke!
Aug 3, 2012

More than Star Citizen will ever be.

Glagha posted:

If there's a species that just constantly steals from people as a matter of course why would anyone associate with them? Or on that note are we just establishing Kender are too stupid to realize humans generally don't like it when you take things they have without asking? Like if they don't have a concept of personal property then that's fine, but as an intelligent species they really can't figure out as a group that when they're around big folk they will take offense if you do that? Like I figure they'd at least learn the social norm of "hey don't touch that you little poo poo" or they would just never get to hang out with the other cultures of Krynn or whatever.

I played a Kender in a Dragonlance game when I was a teenager and this is exactly how I played it. You may not have any respect for personal property, but you realize your friends do and leave their stuff alone. Anyone else was fair game. I think the whole constantly loving your friends over is just another symptom of the way a lot of people seem to play D&D. Character traits like kender theft, and evil alignments often override common sense. How many times have you seen people playing evil characters attempt to gently caress over their own party, or endanger them with blatant criminal behavior? Evil people can still be loyal to their allies because it's in their best interest to do so. The Kender situation is just particularly notable because it's an entire race of senseless idiots.

Elector_Nerdlingen
Sep 27, 2004



Son of a Vondruke! posted:

I played a Kender in a Dragonlance game when I was a teenager and this is exactly how I played it. You may not have any respect for personal property, but you realize your friends do and leave their stuff alone. Anyone else was fair game. I think the whole constantly loving your friends over is just another symptom of the way a lot of people seem to play D&D. Character traits like kender theft, and evil alignments often override common sense. How many times have you seen people playing evil characters attempt to gently caress over their own party, or endanger them with blatant criminal behavior? Evil people can still be loyal to their allies because it's in their best interest to do so. The Kender situation is just particularly notable because it's an entire race of senseless idiots.

Kender are a mediocre concept badly executed, but there is nothing that can't be made significantly worse by someone who uses but I'm just playing my character as an excuse to be a dickhead.

E: the amazing thing about the evil traitor pc is that they expect to be able to pull off their "ahahaha i betrayed you because i was evil all along" thing more than once. Like, ok, it could even theoretically have been good and cool roleplay and story telling (lol) but your time with that guy as a PC is over. He's joined the baddies. Roll a new character.

Elector_Nerdlingen fucked around with this message at 09:30 on Dec 6, 2018

Splicer
Oct 16, 2006

from hell's heart I cast at thee
🧙🐀🧹🌙🪄🐸

Ratoslov posted:

Mutually assured destruction is the natural result of any all-out war between any two magisters. A world of nothing but intrigue and low-level warfare between deniable assets, fought on a global scale.
If someone did up a decent Cold War analogy fantasy setting I'd be all over that.

Elfgames
Sep 11, 2011

Fun Shoe

MonsterEnvy posted:

Elementals are not sentient. Well some are, but not the type that are bound to objects. A basic fire elemental has no feelings or emotions other than burning whatever is in front of it, as it is basically semi living fire.

actually i'm friends with many elementals and they do have feelings and emotions and they all think you're a jerk

Arthil
Feb 17, 2012

A Beard of Constant Sorrow
Yeah, toss Forgotten Realms out the window here in this situation. At least in the world my party and DM have created, they're very much sentient. To the point that they're just as much citizens of that region as the primarily genasi inhabitants.

Aniodia
Feb 23, 2016

Literally who?

Ratoslov posted:

Mutually assured destruction is the natural result of any all-out war between any two magisters. A world of nothing but intrigue and low-level warfare between deniable assets, fought on a global scale.

Splicer posted:

If someone did up a decent Cold War analogy fantasy setting I'd be all over that.

AlphaDog posted:

Honestly, I'd settle for one that acknowledges that the existence of low level spells and cantrips utterly changes what warfare looks like.

Oh poo poo, what about a setting where this poo poo reached its natural conclusion and wars became impossible commanders refused to adapt, marching hundreds of thousands of soldiers to their deaths against emplaced lightning bolt wands and cloudkill mines, causing a series of escalating setting-wide wars culminating in all 3 sides developing the city seeking nuke at the same time... and using it.


OK, I thought I was kinda rambling on for a bit there (and maybe I was), but it seems I'm not the only one who wants there to be a setting that touches on some of this stuff. Where magic exists, and not just as something spoken of in hushed whispers by dirt farmers, but something real, and tangible, and ubiquitous.

At the same time, though, there should be some martial presence, so people who aren't into the whole "flying elemental turret" lifestyle can still get their walking artillery platform on. Since this is the 5th Edition thread, I'll go for the low-hanging fruit and say that Fighters should have the Battlemaster stuff rolled into it right from the get-go (assuming people don't already do this), before archetypes even begin to play a factor. I'd also probably start looking back at some of the playtest material as well, pull forward the concept that all martials should have Superiority Dice, and start working out from that baseline assumption. I know there's definitely been some discussion throughout the thread as to how to put the martial classes on closer footing to the casters, so I'm not going to rehash that here. However, considering that the current discussion is on acknowledging the ubiquity and power of the magical classes, having non-casters within a stone's throw of the same level of power would be nice (as opposed to just being in the same zip code as they are now).

And here I thought I had my own setting figured out. Now I want to spend some time working on this...

Reveilled
Apr 19, 2007

Take up your rifles

Aniodia posted:

OK, I thought I was kinda rambling on for a bit there (and maybe I was), but it seems I'm not the only one who wants there to be a setting that touches on some of this stuff. Where magic exists, and not just as something spoken of in hushed whispers by dirt farmers, but something real, and tangible, and ubiquitous.

At the same time, though, there should be some martial presence, so people who aren't into the whole "flying elemental turret" lifestyle can still get their walking artillery platform on. Since this is the 5th Edition thread, I'll go for the low-hanging fruit and say that Fighters should have the Battlemaster stuff rolled into it right from the get-go (assuming people don't already do this), before archetypes even begin to play a factor. I'd also probably start looking back at some of the playtest material as well, pull forward the concept that all martials should have Superiority Dice, and start working out from that baseline assumption. I know there's definitely been some discussion throughout the thread as to how to put the martial classes on closer footing to the casters, so I'm not going to rehash that here. However, considering that the current discussion is on acknowledging the ubiquity and power of the magical classes, having non-casters within a stone's throw of the same level of power would be nice (as opposed to just being in the same zip code as they are now).

And here I thought I had my own setting figured out. Now I want to spend some time working on this...

Ooh hey, maybe that’s the Cold War-ish hook: whichever side is the communists specialises in taking “common” people and turning them into living weapons—fighters, rogues, monks etc. The other side draws their spies from a higher class of people, people of good education or good breeding—clerics, wizards, sorcerers. PCs could still be a mix but maybe you work that into their backstories—is a wizard working for the red team a blue team spy who turned traitor? From a specialist school for the small cadre of trained casters the red team can manage?

Red team organisations are constantly paranoid about magicians of all stripes infiltrating their ranks, so there’s purges of “illusionists” and the like. Blue team organisations are quietly terrified at the notion that one of the cleaning staff might turn out to be a red team operative who could beat them to death with a loving mop.

Splicer
Oct 16, 2006

from hell's heart I cast at thee
🧙🐀🧹🌙🪄🐸
I'm not sure 5E is mechanically suitable for mithril curtain shenanigans but I'd love a game that's actually designed for it.

e: for once this is not a generic "5E bad!" post but rather that the strengths of 5E (whatever they are hurr hurr) don't mesh well with political shenanigans. I'd say the same about any edition of D&D.

Splicer fucked around with this message at 17:56 on Dec 6, 2018

Xae
Jan 19, 2005



I prefer the way Chronicles of the Black Company handled it.


If there is magic then the people who can use it are going to use it to rule. Power doesn't say no to more power.

Armies exist to create the situations required to be able to get the drop on the otherside's magic users. Do you take to the field and start blasting the enemy army and risk being caught unawares? Or do you sit back and wait for their users to start?

Major magic users spend decades building their own networks of wards and protections magics that make them almost unkillable. Like "being beheaded is a minor inconvenience" level of unkillable. The only way to kill one is to have other magic users along to break the enchantments.

Anyone with Talent is swept into some more powerful magic users schemes to get more power. Because of this magic is rare and poorly understood by common people.

Someone isn't going to bother making Continual Light torches when they could just take over a town and then a county and then a country.

Or die trying.

clusterfuck
Feb 6, 2004


Aniodia posted:

OK, I thought I was kinda rambling on for a bit there (and maybe I was), but it seems I'm not the only one who wants there to be a setting that touches on some of this stuff. Where magic exists, and not just as something spoken of in hushed whispers by dirt farmers, but something real, and tangible, and ubiquitous.

At the same time, though, there should be some martial presence, so people who aren't into the whole "flying elemental turret" lifestyle can still get their walking artillery platform on. Since this is the 5th Edition thread, I'll go for the low-hanging fruit and say that Fighters should have the Battlemaster stuff rolled into it right from the get-go (assuming people don't already do this), before archetypes even begin to play a factor. I'd also probably start looking back at some of the playtest material as well, pull forward the concept that all martials should have Superiority Dice, and start working out from that baseline assumption. I know there's definitely been some discussion throughout the thread as to how to put the martial classes on closer footing to the casters, so I'm not going to rehash that here. However, considering that the current discussion is on acknowledging the ubiquity and power of the magical classes, having non-casters within a stone's throw of the same level of power would be nice (as opposed to just being in the same zip code as they are now).
This already does exactly that. Check it out, it's uncannily what you're describing.

https://www.dmsguild.com/product/230244/Norts-Universal-Martial-Maneuvers?filters=45469_0_0_0_0_0

It was written out of discussion throughout this thread as to how to put the martial classes on closer footing to the casters. It also does high level wish equivalent abilities for martials, granting high level narrative shaping.

I totally agree about off the shelf D&D needing more setting designs that think through high magic and how that would decicively shape culture.

Zarick
Dec 28, 2004

clusterfuck posted:

This already does exactly that. Check it out, it's uncannily what you're describing.

https://www.dmsguild.com/product/230244/Norts-Universal-Martial-Maneuvers?filters=45469_0_0_0_0_0

It was written out of discussion throughout this thread as to how to put the martial classes on closer footing to the casters. It also does high level wish equivalent abilities for martials, granting high level narrative shaping.

I totally agree about off the shelf D&D needing more setting designs that think through high magic and how that would decicively shape culture.

My biggest concern with stuff like this is... doesn't it break the game somewhat? Like I get that 5e is not nearly as balanced as 4e but it still has some basic idea of what the math looks like. Fighters may be a bit boring but martials as I understand it are still the prime killing machines at pretty much all levels.

I'm not knocking your work, and I want to believe this is the case. I'd just like to hear from anyone who has used this at a table and how it affected their game. (Do you need to amp up enemy encounters?)

Elector_Nerdlingen
Sep 27, 2004



Aniodia posted:

Where magic exists, and not just as something spoken of in hushed whispers by dirt farmers, but something real, and tangible, and ubiquitous.

At the same time, though, there should be some martial presence, so people who aren't into the whole "flying elemental turret" lifestyle can still...

There's a disconnect here.

If magic is ubiquitous, then what's "martial"?

Go the other way! Everyone can use magic, everyone is magical, some Cast Spells ans some do other things.

There's the flying elemental weird beard, and the guy who can jump up there and punch him through a wall. The girl who turns into bears and the dude who commands his own shadow and the woman who can walk between the rain and (etc).


Zarick posted:

Fighters may be a bit boring but martials as I understand it are still the prime killing machines at pretty much all levels.

Now do the one where they can swing their swords all day!

Elector_Nerdlingen fucked around with this message at 21:15 on Dec 6, 2018

clusterfuck
Feb 6, 2004


Zarick posted:

My biggest concern with stuff like this is... doesn't it break the game somewhat? Like I get that 5e is not nearly as balanced as 4e but it still has some basic idea of what the math looks like. Fighters may be a bit boring but martials as I understand it are still the prime killing machines at pretty much all levels.

I'm not knocking your work, and I want to believe this is the case. I'd just like to hear from anyone who has used this at a table and how it affected their game. (Do you need to amp up enemy encounters?)

No worries. I haven't heard of it breaking a game yet. I've found magic items have had a bigger influence at our table.

e: I'll post something a little more considered on this shortly, just have hands full right now.

clusterfuck fucked around with this message at 00:08 on Dec 7, 2018

Conspiratiorist
Nov 12, 2015

17th Separate Kryvyi Rih Tank Brigade named after Konstantin Pestushko
Look to my coming on the first light of the fifth sixth some day
Besides The Black Company, my favorite setting where magic exists is Unsounded, where it works like computer programming, and casting spells - be it spoken for instant effects or 'burned' into materials to create lasting magical devices - is essentially injecting scripts to override the normal functioning of the world with new parameters.

Pymary posted:

In Unsounded, the whole of reality exists atop a spectral scaffolding called the khert. This ceaselessly shifting spectral plane contains all unalterable natural Laws, governing Time, Dimension, Gravity, and other phenomena crucial to a stable and functioning world. In addition to these are alterable laws called Material Aspects.

Aspects are the objective physical attributes of physical Materials. They are metadata that describe how Materials physically behave and interact with other materials and the world. Aspects include Temperature, Colour, Density, Contour, Weight, State, Opacity, Brightness, Momentum, Direction, Volume, and so on.

While pymary cannot cause the spontaneous creation of Aspects or materials, it can manipulate Aspects that are already present. In this way, a wright can physically shift the world via spoken commands in order to achieve a desirable effect. A wright might, for instance, concentrate the local Temperature on a warm day to start a fire, or take the Contour from a sword to create a ranged, cutting vector. Much more benign reassignments are common and incorporated into daily society and technology, such as switching the Colour of objects, removing unpleasant smells, or siphoning the Temperature from a closed container to create a refrigerator.

Aspects come in an array of categorizations. Core Aspects, for example, will destroy any material they are siphoned from since they render that material no longer functional in reality. For instance, removing the Solidity from a block of stone leaves its State undefined. The stone cannot exist without a defined State, and the khert will dissolve it from the physical world.

Mythology dictates that the Aspects of the world were first defined by the Gefendur Twin Gods, who spoke the First Language, Old Tainish. Using this language, wrights can convince the khert to obey their commands and manipulate Aspects.

So how does this work in the world? Well, low-key magic is ubiquitous, as anyone with the talent and the money to afford instruction can become a wright (though naturally it's heavily regulated), and some First Materials are abundant enough that they can find their way into cosmetics and children's toys even in the poorest areas of the world. Zombie labor is a thing, seen as a humane alternative to slavery. And while there's a huge variance in ability when factoring for education, practical experience and raw talent, a skilled wright is of course immensely useful in virtually every facet of human activity, and so their services are highly sought after.

This of course includes war, where they can work as medics, engineers, and living artillery.

And how does a common man deal with a wright in battle? Well, they're just men. They bleed and they die, so all you gotta do is catch them by surprise, overwhelm them with numbers, or be ballsy as gently caress and jump down from your flying dragon onto the cockpit of a giant war construct so you can cleave the pilots with a poleaxe. :black101:

(He was wearing pymaric-proof First Material armor, so the Crescian wright blew his eyes through the slits).

Oo Koo
Nov 19, 2012

AlphaDog posted:

There's a disconnect here.

If magic is ubiquitous, then what's "martial"?

Go the other way! Everyone can use magic, everyone is magical, some Cast Spells ans some do other things.

There's the flying elemental weird beard, and the guy who can jump up there and punch him through a wall. The girl who turns into bears and the dude who commands his own shadow and the woman who can walk between the rain and (etc).


Now do the one where they can swing their swords all day!

Also alternatively, (and all credit to someone whose name I don't remember from the D&D heartbreaker competition from a few years back, whose submission a lot of this is lifted from) make counterspelling an easy and mundane art based on common materials. Being spied on by diviners? Wear a lead circlet. The evil wizard transformed into a giant snake? Toss a gold coin at them, the bane of transmuters and alchemists everywhere. Someone's summoning demons? Fire and silver will sort them out. Illusionists and enchanters making trouble? Bring out the cold iron. Need to break a blessing? Cut your fingertip open and mix the blood with some sulphur and you can defile the pesky thing right quick. Someone's tossing around lightning bolts? Magical lightning is easily absorbed by common copper.

Every child knows some kind of song about what materials break what kind of magic and the major coinage of every civilization is made of counterspelling materials, because they're obviously valuable, useful even in small quantities and thus easily portable and good to have around to discourage magical shenanigans. Magic still gives casters useful and powerful supernatural abilities but they need to be careful about how, when and where they use their magic, because it's very fragile and easy to break if someone present happens to be in position to deploy the appropriate bane.

Elector_Nerdlingen
Sep 27, 2004



That's cool but it sounds like a nightmare to actually run.

Maybe it could be abstracted by not having an exception based magic system in the first place.

Narratively, armor and combat gear in general has these defenses built it (be kinda useless if it didn't - like forgetting to account for sword fights) and any kind of combat training necessarily includes attacks and defences against magic. Magician training ditto against sword fighters.

Mechanically, spells require attack rolls against defense numbers, the same as any other attack. No "it just hits you, save for half" unless swordfighting can also do that. No "lol make an int save or you lose" either, combat is about reducing hp to zero for everyone.

Also, someone with common gear and the right skills can defeat spells (eg, your set of lockpicks includes ones that can be used on wizard-locked doors. Your mundane armor gloves can grasp and lift a wall of fire if you're strong enough and don't mind getting singed).

Elector_Nerdlingen fucked around with this message at 00:55 on Dec 7, 2018

Wrestlepig
Feb 25, 2011

my mum says im cool

Toilet Rascal
It's not really something you can just do with D&D by just changing the setting. As it's presented powerful magic is rare outside of the places adventurers are going to barge into, so you end up with a society that aesthetically matches a lot of historical settings, but with 4-6 guys with talking swords and glowing rings getting plastered in a bar because they've been loving around in magic-soaked ruins, inhabited by crusty shamans and nefarious priests. Is that bad? Not really outside of balance issues, but if you want to engage with a super-magical setting you're better off with a firmer idea of what magic is and does.

kingcom
Jun 23, 2012

Wrestlepig posted:

It's not really something you can just do with D&D by just changing the setting. As it's presented powerful magic is rare outside of the places adventurers are going to barge into, so you end up with a society that aesthetically matches a lot of historical settings, but with 4-6 guys with talking swords and glowing rings getting plastered in a bar because they've been loving around in magic-soaked ruins, inhabited by crusty shamans and nefarious priests. Is that bad? Not really outside of balance issues, but if you want to engage with a super-magical setting you're better off with a firmer idea of what magic is and does.

On top of that you inherently need 'fallen precursor race/people/empire' because so much of the games mechanics and design is about recovering old and better poo poo.

Wrestlepig
Feb 25, 2011

my mum says im cool

Toilet Rascal

kingcom posted:

On top of that you inherently need 'fallen precursor race/people/empire' because so much of the games mechanics and design is about recovering old and better poo poo.

you don't necessarily need that, although it makes things easier. Crumbly wizards towers, Dragon Hoards and the tombs of heroes don't need to be from an advanced civilisation, they just need to have a higher density of Magic or Money, and something to draw people to them. Creating Ancient Empires is pretty fun though.

Elector_Nerdlingen
Sep 27, 2004



Staying with exactly D&D, you can do a bunch of different stuff with magic in your setting just by changing how you think about it.

Here's 3 off the top of my head.

1) Where old stuff is generally better than current stuff, which must mean that we're not as advanced as the ancients who built it (and old stuff that's still not obsolete means we've stagnated at best). Heavily implies a fairly narrow set of settings which are generally oldschool as gently caress with the best gear in the oldest, remotest, least accessible places etc.

2) Where it's just this inherent thing that people do, and running is always running and jumping is always jumping no matter if you're doing it now or a thousand years ago, and ditto casting fireball or making a sword +1. Just this thing that's always been like that and will always be like that. If you don't go at least eberron levels of weird, you're gonna be doing a bunch of intentionally not thinking about stuff (eg, defensive architecture has been stupid literally forever), or you have to have magic be actually rare and weird, which also heavily implies a fairly narrow set of settings which either don't look much like existing D&D settings or look not totally dissimilar to the oldschool settings from (1).

3) Where magic is under development all the time but old stuff isn't inherently better or worse than new stuff, just different and has different context and maybe different types of situational applicability or usefulness (ie, an ancient spell to make the local crocodiles form a footbridge across the nile is goddamn useless in 1989 Los Angeles, but that doesn't mean the spell is wronger, or worse than the (now) incredibly useful one that "parts" freeway traffic, and recently someone's figured out that they're actually about 95% the same because they're both about ensorcelling a hostile environment for faster, safer travel*). Magic Missile was developed 2 years ago in Silicon Valley. Sleep is from ancient Greece. Burning Hands barely pre-dates gunpowder in Europe. Friends is from the 1850s. Combat Cantrips were the product of an arms race after a recent (ie, your dad or graddad fought in it) world war. All are very useful to the modern broke-rear end tomb robber. Which I don't think I've ever seen but might be a lot more fun with in-game worldbuilding groups than the previous two things.



* e: And if they can isolate the important core part of that spell (the Thaumon) - in this case the bit that just says "totally safe travel from here to there" without any fuckery then a) someone will be able to actually Teleport real soon now and b) we're a step closer to a Universal Thaum Theory (colloquially, the "wish", which is probably just a pipe dream but still)

e2: Unless it was always monads*** all along and we've been barking up the wrong tree for 300 years...


** The tiny little modrons of which everything is made, if you believe idiots who were clearly wrong.

Elector_Nerdlingen fucked around with this message at 02:31 on Dec 7, 2018

ProfessorCirno
Feb 17, 2011

The strongest! The smartest!
The rightest!
The thing with magic as it goes with Black Company is that it assumes you can in fact use magic to make yourself more or less invincible.

You ain't gotta have magic that do that, though. More or less all those assumptions die the second mages can, uh, also die.

Like this is where basically all the assumptions fall flat. Magic does what you say it does, and that's it. You don't need magic to be all powerful and all pervasive. You don't need magic to be so powerful that "i can learn magic" equates to "IT'S GOD TIME." And honestly, super powerful can do anything magic is one of the least interesting things you can put into a setting.

Slab Squatthrust
Jun 3, 2008

This is mutiny!

AlphaDog posted:

There's a disconnect here.

If magic is ubiquitous, then what's "martial"?

Go the other way! Everyone can use magic, everyone is magical, some Cast Spells ans some do other things.

There's the flying elemental weird beard, and the guy who can jump up there and punch him through a wall. The girl who turns into bears and the dude who commands his own shadow and the woman who can walk between the rain and (etc).

Also, you can go the route of Shadowrun's Physical Adepts and Star Wars Jedi. Both have some things that are pretty much "typical" spellcasting stuff, but they're also superhuman physically, and those things go hand in hand.

Elector_Nerdlingen
Sep 27, 2004



The swordfighting aspect of Jedi is what I had in mind with "guy who can jump up there and punch him through a wall".

Elector_Nerdlingen fucked around with this message at 22:56 on Dec 7, 2018

Fender Anarchist
May 20, 2009

Fender Anarchist

DMed for a few d&d rookies, had an absolute blast. It was my first time playing in person and it's just a whole different experience. One of my cousins was your stereotypical 'lol chaotic neutral' type and I think I wrangled him well enough; he kept loving with the nobleman escort. At one point she (the bard) cast sleep while disguised and knocked out everyone but the ringer I brought along, he smacked her down and was highly distrustful after that. A few minor pokings and a gratuitous use of Friends later, and he knocked her out with a Sacred Flame.

I think he's gotten the message. Next session starts in a town so hopefully he can get the fuckery out of his system without screwing with the party.

Nutsngum
Oct 9, 2004

I don't think it's nice, you laughing.
Does anyone find spell cards in the official DnD spell card sets that cant actually be used by the class?

My cleric cards have Leomund's Tiny Hut very clearly printed as being under Arcana cleric but looking over the domain I cant see a possible way to actually get that spell.

Malpais Legate
Oct 1, 2014

Okay this may sound condescending but are you sure the card doesn't read Leomund's Secret Chest?

Otherwise lol Wizards hosed up on that one.

Toshimo
Aug 23, 2012

He's outta line...

But he's right!

Malpais Legate posted:

Okay this may sound condescending but are you sure the card doesn't read Leomund's Secret Chest?

Otherwise lol Wizards hosed up on that one.

Wizards doesn't make them. They're 3rd party.

Nutsngum
Oct 9, 2004

I don't think it's nice, you laughing.

Malpais Legate posted:

Okay this may sound condescending but are you sure the card doesn't read Leomund's Secret Chest?

Otherwise lol Wizards hosed up on that one.

100%. See attached.


Toshimo posted:

Wizards doesn't make them. They're 3rd party.

Technically yes, but licensed by Wizards so we expect quality control drat it. Actually I have noticed Call Lightning omits the "if in a natural thunderstorm add 1d10 damage" clause from the card and just has the PHB reference so they're a tiny bit lacking in some areas.

Only registered members can see post attachments!

theironjef
Aug 11, 2009

The archmage of unexpected stinks.

Fender Anarchist posted:

DMed for a few d&d rookies, had an absolute blast. It was my first time playing in person and it's just a whole different experience. One of my cousins was your stereotypical 'lol chaotic neutral' type and I think I wrangled him well enough; he kept loving with the nobleman escort. At one point she (the bard) cast sleep while disguised and knocked out everyone but the ringer I brought along, he smacked her down and was highly distrustful after that. A few minor pokings and a gratuitous use of Friends later, and he knocked her out with a Sacred Flame.

I think he's gotten the message. Next session starts in a town so hopefully he can get the fuckery out of his system without screwing with the party.

He didn't. He got the spotlight and the go-ahead. You can't solve player fuckery in game is like DM lesson 1. You have to tell him to knock that poo poo off directly and in person.

Toplowtech
Aug 31, 2004

Nutsngum posted:

100%. See attached.


Technically yes, but licensed by Wizards so we expect quality control drat it. Actually I have noticed Call Lightning omits the "if in a natural thunderstorm add 1d10 damage" clause from the card and just has the PHB reference so they're a tiny bit lacking in some areas.


Well it's a Bard and Wizard spell only.
Leomund's SECRET CHEST is in the Arcana Domain spells list (in the sword coast adventure). So i guess it could be the source of the mistake.

Toshimo
Aug 23, 2012

He's outta line...

But he's right!
There are lots of errors in the Spellbook cards. And they aren't really compiled anywhere, they're just gotchas you maybe find. GF9 pointed at WotC for sending them bad files, but AFAIK, they didn't fix all of them in subsequent printings, so probably don't buy them.

mastershakeman
Oct 28, 2008

by vyelkin

Fender Anarchist posted:

DMed for a few d&d rookies, had an absolute blast. It was my first time playing in person and it's just a whole different experience. One of my cousins was your stereotypical 'lol chaotic neutral' type and I think I wrangled him well enough; he kept loving with the nobleman escort. At one point she (the bard) cast sleep while disguised and knocked out everyone but the ringer I brought along, he smacked her down and was highly distrustful after that. A few minor pokings and a gratuitous use of Friends later, and he knocked her out with a Sacred Flame.

I think he's gotten the message. Next session starts in a town so hopefully he can get the fuckery out of his system without screwing with the party.

Why would someone cast sleep on their own party
Why would any characters adventure with someone who did that
Why would any people play with someone who did that

Toshimo
Aug 23, 2012

He's outta line...

But he's right!

Fender Anarchist posted:

DMed for a few d&d rookies, had an absolute blast. It was my first time playing in person and it's just a whole different experience. One of my cousins was your stereotypical 'lol chaotic neutral' type and I think I wrangled him well enough; he kept loving with the nobleman escort. At one point she (the bard) cast sleep while disguised and knocked out everyone but the ringer I brought along, he smacked her down and was highly distrustful after that. A few minor pokings and a gratuitous use of Friends later, and he knocked her out with a Sacred Flame.

I think he's gotten the message. Next session starts in a town so hopefully he can get the fuckery out of his system without screwing with the party.

People are all reading this in weird different ways because you accidentally alot of The English Language here. Please do the needful.

disaster pastor
May 1, 2007


My party threw a wrench in my plans last night and it's going to work out great in the end, but I need some help figuring out next session. I was dropping them hints about one antagonist, who unbeknownst to them is kidnapping low-CR fey creatures as part of a greater plan. They took all my hints, put them together, and came up with... a band of fey has rebelled against the Unseelie Court, and the party is cashing in a favor to get themselves round-trip Feywild tickets to deal with them.

This is awesome, and I want to run with it rather than nudge them toward my previous antagonist (he can always reappear later). But I could use help figuring out which fey creatures to use against them (I'm thinking a winter eladrin, some redcaps and hounds) and what kind of setting in the Feywild I could put 4–5 fights' worth of rebellious fey into.

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ritorix
Jul 22, 2007

Vancian Roulette
First they probably have some alien reason for rebelling. Like the color blue was outlawed or some poo poo so they all wear blue.

Besides the obvious fey to fight, you could go Wonderland style and use weird/goofy enemies. A giant ferret crashes out of the woods, all the chairs in a dining room animate on their own and attack, a cloud drifts down and casually tells them where the enemy went. The feywild is a nice place to draw sharp contrasts with the normal world.

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