The thing about Open Design Kobold Press projects is that they rarely stick with the original title. I think Northlands was called Frozen Empires for a time. Sunken Empires was a latecomer, I think the first title was Shore to Sea. Even things like the Zobeck Gazetteer were originally just "the city book
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I'd love a magic system where you made a choice in your powers and magic every time you leveled. Of course, when I think about it-that is White Wolf's Mage.
Editorial: As a thought experiment I have been thinking of a style of campaign where the Players actually know far less about the adventure going in. The current fashion seems to be a lot of background material, traits, and "builds". I have no objection to wanting an effective character, but as Reign of Winter is entering its final releases, I find myself wanting to recommending to GMs "Tell them nothing.. Tell them make to characters from Taldor and to to show up for game night. Don't tell them it's called Reign of Winter. Don't show them the covers. Don't talk about Baba Yaga. Don't say the name Rasputin. Just make character from Talfor and prepare for endless wonder ( ... )
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I guess someday soon I gotta write the base system that I keep that big folder full of notes for.
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No magic items unless we hit a completely nutty stretch goal.
Genies.... I keep thinking the genies belong in the Southlands book. But maybe that's just me.
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Is it on the schedule/being worked on?
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I'd also like to see variations of magic based on locale. If you're on the negative energy plane, or in the Brass City, or any of a myriad of other places, magic should just BE different.
I'd also like to see alternatives to metamagic feats for altering spells: alternate components, spell templates, spell infusions, symbiotic spells ... these are to some extent just names I'm throwing out, but the classic "Increase spell by N levels to gain power M" can't be the only way to modify spells.
As for psychic magic, I would not be averse to somethign like the 3.5e psionics, where there's spell points instead of spells/day, but structured in such a way that it's harder to go nova.
Anyways, if this book were structured in such a way that it was more campaign-setting neutral (like Dark Roads was) I'd be all over it in a second. Awesome :)
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"I'd also like to see variations of magic based on locale. If you're on the negative energy plane, or in the Brass City, or any of a myriad of other places, magic should just BE different.
I'd also like to see alternatives to metamagic feats for altering spells: alternate components, spell templates, spell infusions, symbiotic spells ... these are to some extent just names I'm throwing out, but the classic "Increase spell by N levels to gain power M" can't be the only way to modify spells."
While the planar stuff is lower priority to me, I've seen a few instances of the alchemical components that do some interesting bits to spells, and I"d love to see that done up, too. (Part of me worries about overcomplicating the magic system, then I remember it's the magic system, and it's complicated to begin with.)
-Ben.
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Ironically, Paizo thinks spell points are too complex not just for advanced players, but for anybody-including themselves.
I don't know.
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-L. (DE)
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