|Thursday, September 5th, 2002|
3:54a - AEITP Pictures
Well one of my fellow NPCs at this years AEITP posted pictures in his livejournal. Avalible here
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2:38p - D&D gripes
* gnomes: impact of *everyone* having prestidigitation? (very wide)
* what age does it appear
* wizards: apprentices miscasting magic *far* more common, ditto for new spells
* elves vs. humans - why wouldn't a 600 year old elf know *far* more than a 60 year old human, if both are sedentary scholars?
* wizard staves as focusing / channeling instruments (aside from extremely expensive metamagic-feat staves)
* prestidigitation as a very useful business
* experrienced people (=high-level) find it *harder* to learn new skills? e.g., a new language...
* elves: effect of such an extremely long adolescence
* automatic literacy? ha.
* long-casting spells: more than a few seconds, less than a few hours...
* spellcaster w/ good memory: surely they could remember a few basic spells, especially after a few years...
* why need special ink to write in your spellbook?
* fireball-tossing: not a very fun game, when it's the same distance every time..
* magical healing: what does it feel like? leaves scars? long-term damage (e.g., soreness, arthritis, etc.)? Should take longer than a few seconds. Why would a lay-on-hands revive you from dying from a serious wound? (e.g., having an arm chopped off...)'
* non-magical healing: should be more effective; should also be influenced by available materials, herbs, etc. (Aragorn needed a special plant; why shouldn't D&D players?)
* how are you supposed to have dying words, when a) you're either unconscious and dying, or conscious and well, and b) all it takes is a tiny amount of healing to stabilize you?
* lots of spell research (i.e., Spellcraft / Knowledge (Arcana)) should give you some ability to change your known spells in small ways
* extreme gap between rich and poor; a low-level party of adventurers might have a couple magic weapons etc. This is easily equal to the net worth of an entire town.
* possible remedy: reducing item prices by reducing normal money acquisition (e.g., a generic orc ain't gonna be carrying a handful of gold. A few coppers, maybe a silver or two.)
* effect of having readily available cures to any known nonmagical disease? Cure to the common cold, among other things...
* extreme disproportion in healing; buying a Cure Light Wounds is well beyond the reach of any commoner (let alone Cure Poison or similar)
* only deities with Healing in their portfolio should be regularly giving out healing spells; one doesn't go to the Temple of Coins to get a broken arm fixed...
* similarly, clerics of deities should choose mainly (or entirely) spells that relate to their deity
* what about non-combat-oriented spells? Seems 99% of listed ones are for combat. Surely wizards have more to do in their spare time than think up new ways to kill. (Well... good ones, at least.)
* Gandalf didn't have teleport; why should mere mortals?
* weapon & etc. learning: a novice is going to be *far* more likely to stab himself in the foot than stab the opponent in the eye; vice versa for an experienced mercenary. Not 5% chance either way.
* It takes a damn lot of strength to even *use* a compound bow, let alone enough to use it to its full potential.
* instead of Good vs. Evil and Law vs. Chaos, why not simply Me vs. Them? Thus, true-neutral people - druids, for example, or clerics of a nature god - would be opposed to anyone with an extreme viewpoint (LG/LE/CG/CE in standard parlance). And clerics of opposing gods would treat each other in the expected manner. This also allows strongly opposed gods of similar traditional alignment to still have minions who war with each other, each convinced of their own righteousness.
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