Difference between revisions of "Talk:Interesting Times"

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(Setting)
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===Setting===
 
===Setting===
 
* Define 'prime-material'.
 
* Define 'prime-material'.
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From Rob:  the prime-material plane is a concept AD&D writters came up with you explain how there are different campaign worlds.  Think of them as alternate dimentions.  In standard AD&D cannon I don't find it particularly well thought out, but its a nice way of having different worlds that all have the same rules for the etherial plane, astral plane, limbe ect...
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In my game world you can think of prime-material planes as a group of planes that have smilar physics to the worlds we are used to.  There are lots of different prime-material planes, but in general only divine magic can take you from one to another.  When I go deeper into how magic works in my game world I'll explain it more but it isn't really that necessary for my players to know.  Suffice it to say that there are other "worlds" that you can get to, but its difficult to do.  Unlike standard AD&D the Gods are universal throughout all prime-material planes.
 
* Elaborate, some day, on how the Elves defeated the Dwarves underground :P
 
* Elaborate, some day, on how the Elves defeated the Dwarves underground :P
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This isn't really important to the game in any way, but the dwarves were expanding into existing cave systems, they weren't dug in and didn't necessarily know how the cave systems worked.  They elves had better magic, especially druidic magic, that let them learn the terrain faster giving them a distinct advantage.
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===Magic===
 
===Magic===
 
* Does 'Detect Magic' etc. detect psionic power?
 
* Does 'Detect Magic' etc. detect psionic power?

Revision as of 14:15, 27 April 2007

This section is for anyone to leave comments about what I've posted so far. I'm open to sugestions, critisisms, ideas, anything at all.


From Mr. Cat...

Setting

  • Define 'prime-material'.

From Rob: the prime-material plane is a concept AD&D writters came up with you explain how there are different campaign worlds. Think of them as alternate dimentions. In standard AD&D cannon I don't find it particularly well thought out, but its a nice way of having different worlds that all have the same rules for the etherial plane, astral plane, limbe ect...

In my game world you can think of prime-material planes as a group of planes that have smilar physics to the worlds we are used to. There are lots of different prime-material planes, but in general only divine magic can take you from one to another. When I go deeper into how magic works in my game world I'll explain it more but it isn't really that necessary for my players to know. Suffice it to say that there are other "worlds" that you can get to, but its difficult to do. Unlike standard AD&D the Gods are universal throughout all prime-material planes.

  • Elaborate, some day, on how the Elves defeated the Dwarves underground :P

This isn't really important to the game in any way, but the dwarves were expanding into existing cave systems, they weren't dug in and didn't necessarily know how the cave systems worked. They elves had better magic, especially druidic magic, that let them learn the terrain faster giving them a distinct advantage.

Magic

  • Does 'Detect Magic' etc. detect psionic power?
  • Why did only divine items come through 1000 years ago, when the racial class is Warlock?

Character creation

  • Does Warlock alignment guide "any evil or any chaotic" still apply?
  • It might be better to have a list of classes "available to all" at the beginning of the race info on Interesting Times: Character Creation and then a list of Not Available and Also Available under each race? In particular I'm asking because of the Sorceror / Wilder lines.