Magic in the Realms

Helpful Hints for Both the Technical and Roleplaying Aspects of the Game

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Steve
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Re: Magic in the Realms

Unread post by Steve »

Invoker wrote:It's a matter of what one needs to do.
I referenced you mate because on the numerous times in the past where you've explicitly stated you play this game in order to be the most powerful being/Character you can be. You don't want to play the Sims, and I get that.

As well, since this is still the Forgotten Realms—no matter how customized (as D&D was meant to be, actually...lest we forget that); more on that later—there is something like 2 handfuls of matter-of-fact Epic Mages, on Faerun. Why not your PC(s) being or becoming one of them, right?!? In D&D or the bastardized version used by the NWN2 engine, and our lovable Server as well, there is no Rule against that happening...so why not go for it...can I get a witness?!?

However—there is always a however, isn't there!—those Mages of truly magical might are often far above the Commoner and the commonplace (and some are mad). How does that parallel the Events/storylines/actions our Player Characters find themselves in? Furthermore, now that your (anyone's really) PC just wielded the Ultimate Magic Item of Might Against All Fugue-ness, turned back the Ultimate Suffering of Agonosity, and summoned from the Great Planes of Rest all the devote souls that wish to continue to suffer upon the Prime for the Good of All Mortal Beings...how is that cheese sandwich tasting?!!? Try it with ketchup, perhaps?

You get my point?

@Boddynock:

Let's not throw out the baby with the bath water. D&D was originally designed to be customized by the DM and Players. Maybe we find ourselves too reliant on the mechanical existence of things, because since this isn't table-top—as you rightfully pointed out—the limitations of the CRPG engine are making us also think in limitations. Chicken and the Egg question, I would offer.

Yes, it is not easy, nor maybe practical, nor maybe wanted, to play and say: "I wield Ninth Tier magic with near perfect reliance, and though I may rest with frequency and regain my strength as needed, I choose not to summon this elemental, for the wasting of the Weave, it would be."

Nah, sounds bogus. Just cast the damn spell, and let's go munch some mobs for XP. :lol:

My OP was posted in order to share context, and imply possibility. And exactly because I see that context in the link not represented very well, on BGTSCC. How do we do this?

At this time, I can only imagine 2 things happening simultaneously, would allow it to occur:

One is that DMs would have to overall, make a change to rely less on Magic to solve any and all issues, as well, make Magic not the issue to be solved, either. Thus, when Magic IS used, it would be an actual important event. And unique. And memorable.

Two, Players not relying on Magic as the solution to everything, when problems arise. That means accepting failure, that there is no solution, and that limitation exists. That can be part of expected RP, not just solely when a Player decides to have it happen, but built into the DM-Player-Event structure—not asking for more, but working with less. Karond touched on this rather specifically. And honestly, in my experience DMing, it would be a huge relief to the Dungeon Master, to not have setup an long-investment puzzle and have the Players come back with "Well, my Cleric should be able to cast a Wish spell...and that can give me the answer, right?" How about applying Skills and Abilities, or more importantly, thinking about those and whether they exist in your PC or not, before applying them. Essentially, reduce the Player vs. DM paradigm, and forge ahead with a Player Character vs. NPC paradigm.

It has to be in tandem, to work. :|

Another way to say what I am trying to get across, is: consider Choices more important to role-play gaming, than Magic solutions. And definitely more than mechanical ones.

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Re: Magic in the Realms

Unread post by Invoker »

Rasael wrote:Perhaps increase the rest timer or introduce different types of resting. For spells once per day, for health as it has always been.

if we increase the lenght of a day and hour to the 4::1 ratio it might be neat to combine that with nuanced resting mechanics.
It's a great idea. In theory.

Because in practice, ANY number of things in this (rather shit) game crash you to desktop, including pressing TAB for targeting at the wrong time, mobs (or allies) casting Shadow Shields, Shades, and other spells, and any number of scripts in game, and bugsidian presents.

Once you crash, you lose half of what you had on you. With an increase in rest timer, those of us with a life can just go to bed for the day.

It is worth mentioning that Archmage, for instance, suffers from a "bug" for which the character NEEDS to rest once you come online, otherwise you'll lose TWICE the High Arcana Spell Slots...

As I said. Great idea, if you don't play, ever. Bad idea in practice.
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Re: Magic in the Realms

Unread post by Rhifox »

Karond wrote:to the players themselves (as many players hate to be affected by anything, or losing in any situation, according to most of the staff).
Those players' opinions shouldn't affect how the DMs DM, tbh. If players don't like consequences or losing, then they should learn to avoid making choices that lead to such.
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Re: Magic in the Realms

Unread post by Invoker »

Steve wrote: However—there is always a however, isn't there!—those Mages of truly magical might are often far above the Commoner and the commonplace (and some are mad).


Ohhh, yes...yes, they are...
*how do you relate your immense power to everyday, mundane situations?*

You get my point?
Well, I break the monotony of dealing with the odd PC trying to kill me and getting smashed and the unlucky Frost King whom I pay a visit to with the occasional challenge of Demigods like Shovotar, the Trickster, The Blight & Co. threatening to destroy the world as we know it.

Those are my fights :).

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Re: Magic in the Realms

Unread post by Dagesh »

OP wrote:Additionally, when storylines and RP also uphold the ubiquitous and "all powerful" solution in Magic Use, it can greatly devalue the practical, if not completely defy the plausible.
Isn't that why it's called magic? :lol:

So if I understand the OP, there's a few problems at work on BG:
1) Magic is mundane
2) It has no limit of usage
3) It's has no negative impact on the caster
4) It doesn't require RP to use

Then the proposed resolution is to educate people on lore (should they take the time).
---

Bear in mind that, according to FR Campaign Setting (3.5), BG has 42,103 people there. According to your link, 1/100 of those know some magic and 1/200 know something worth knowing. So according to math, 421 people in BG know some magic and 210 of them are above "dilettantes and dabblers". If we narrowed down the to BG community, I'd say it's about on par. So magic might be "common" to adventurers which is, I think, what we could say is the case. Just a thought.

To implement something like this would require tons of changes. The hope is that players would be enlightened by some light reading and RP 'The Art' accordingly. I've seen RP like this. Mostly not. Not that I disagree with the idea that we should RP our PCs, I do. Even if we are all assuming the same amount of lore adherence, there's all those monsters with uncanny knacks, as Boddyknock mentioned above.

Assuming we're all leaning on the more lawful side of lore, here's some changes I think that would possibly help.
1) Fix the monsters.
-Give them more HP/AC so the fight is longer.
-Make less of them spawn in overall
-Remove the casters except for bosses
2) Change caster's stuff.
-Make casting times longer, much longer. This offers time to actually RP casting. This also makes the caster more vulnerable while casting which means having a sword & board nearby is very useful.
-Make buffs much shorter. Possibly allow a feat tree to further extend spell times, maybe even of certain schools
-AoE spells last longer/are more effective. This can change the tide for a party in a longer battle

Those are just ideas and it's all assuming we're all on the same page, literally.
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Re: Magic in the Realms

Unread post by Boddynock »

Rasael wrote:if we increase the lenght of a day and hour to the 4::1 ratio it might be neat to combine that with nuanced resting mechanics.
Every single word in that sentence utterly arouses me... Seriously though, good idea there.

@Dagesh

Those changes might sound light or easy on the surface, but in a few sentence you just altered the combat difficulty of every single encounter in the game by nothing short of a full overhaul. Slow down there man, let's start with baby steps. We can't go all the way into 100% accurate tabletop rules, the game just doesn't support it. But we are, as I think many of us here agree, a bit too far on the side of MMO style magic use. We need to just gently scale it back until we get to a happy medium.

On a slightly related note, all this discussion aside, my little illusionist has used insanely powerful magic before for no other reason than to pull off epic pranks. Lol, convinced someone the entire Wood of Sharp Teeth was burning down once. Ivan got pretty mad at Boddy for that...hehehehe...
Last edited by Boddynock on Fri Mar 04, 2016 2:21 pm, edited 1 time in total.
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Re: Magic in the Realms

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Dagesh wrote:Bear in mind that, according to FR Campaign Setting (3.5), BG has 42,103 people there. According to your link, 1/100 of those know some magic and 1/200 know something worth knowing. So according to math, 421 people in BG know some magic and 210 of them are above "dilettantes and dabblers". If we narrowed down the to BG community, I'd say it's about on par. So magic might be "common" to adventurers which is, I think, what we could say is the case. Just a thought.
This is interesting! Let me further the thought:

Here is an interesting link about commonality of professions in medieval societies—something D&D is based on...we just can't forget about the Commoner in relation to the specialist, now can we?!? And who is more specialist than a PC adventurer?

So if we would associate a Mage with another specialized field of some degree—let's use the Magic Shop in our example—then 42,103 / 2800 (SV rating), and you get 15.

Yes...15 mages in all of Baldur's Gate. :lol:

Furthermore, what we consider powerful in regard to Cantrips—"dabblers"— versus 9th Level Magic.

Honestly, I am not advocating for a change that has to be formed through a mechanical "Fix"—though others may find a workable solution in that and apply it with aplomb. I really think this doesn't have to bog down to a "force them to use it" argument. I think it could start and be developed from the role-play perspective. I will give an example: in most DM Events, you cannot rest unless you RP that, or the DM allows it. Resting has...consequences! Eeek! But so does not resting. Like...running out of steam before you finish the Event.

So Players are already "primed" to this, used to this, in DM Events. It can also filter to our non-DM'd role-play. Like...do you always have to have True Sight up? And if so, am I welcome to accuse your Character IG of being a paranoid person? Just a small example of taking for granted the mechanics in order to OOC game the game (i.e., you don't want to be "caught with your guard down," because also, people metagame that Invisibility makes you undetectable, which it doesn't, cause it doesn't cover foot steps/sound, which is a mechanical limitation). Anyway....

I could be much more critical of it, and give direct examples where a paradigm is being creating by both DMs and Players to make Magic a common and farcical power, when truly, it is not, and was never meant to be. I think we've all seen it, felt it...and if you take upon yourself an informed and different attitude to the use of Magic, Magic Items, Magic EVERYTHING...then maybe, the person with a Search Skill above 14 might actually have the chance to be the Hero for the day, and not the Level 30 Arch Mage who can open Gates to INFINITE MAGIC AWESOMENESS PLANE OF POWER SOLVING ALL DILEMMAS.

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Re: Magic in the Realms

Unread post by mrm3ntalist »

Boddynock wrote:
Rasael wrote:if we increase the lenght of a day and hour to the 4::1 ratio it might be neat to combine that with nuanced resting mechanics.
Every single word in that sentence utterly arouses me... Seriously though, good idea there.
Its a bad idea. Basically you want to give a mechanical change to some problem(Is there a problem?) when the mechanics are bugged to begin with. Help fix the bugs regarding casters that cause loss of spells, crashes etc, then suggest such a change.

Even then it is still a bad idea...
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Re: Magic in the Realms

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Steve wrote:then maybe, the person with a Search Skill above 14 might actually have the chance to be the Hero for the day, and not the Level 30 Arch Mage
Except, a lvl 30 Archmage has likely more search than that through INT alone.

Way to go...
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Re: Magic in the Realms

Unread post by Grimdark Hitman »

Scoreboard: Steve: 1/ Invoker: 0
Playing other games/gave up.
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Steve
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Re: Magic in the Realms

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Invoker wrote:Except, a lvl 30 Archmage has likely more search than that through INT alone.

Way to go...
Dude, if you really cannot extrapolate a random example, for sake of argument, and are going to hold me to something so unbelievably minor as this—not to mention I said "...above 14 Search..."—as a way to pull either a critique of my statement or a cheap punch for LOLs, then.... :roll:

So yeah...maybe the Arch Mage is BUSY TAKING AN LVL 30 ARCH-DUMP IN THE CIRCLE OF GREATER CRAPS, and thus, the Fighter needs to find the Key to Unlocking All Epic Chests. :lol:

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Re: Magic in the Realms

Unread post by Rhifox »

The answer is clearly more Dead Magic zones.
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Re: Magic in the Realms

Unread post by mrm3ntalist »

Rhifox wrote:The answer is clearly more Dead Magic zones.
Shadow adept FTW... :D ( joking)

Really, players should stop running to mechanics to solve every problem. At least not until they give some thought to it. ( level15 cap, longer rests etc )

Finally, what is the problem with casters? The only thing i noticed is that most of the new contect is related to casters...

If I understand correctly steve has an issue about casters being able to do everything? Is that it?
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Re: Magic in the Realms

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mrm3ntalist wrote: If I understand correctly steve has an issue about casters being able to do everything? Is that it?
I would prefer it to be "Steve is questioning the dominance of MAGIC SOLVES EVERYTHING paradigm I've noticed in the last year or so, and is far too commonplace and ubiquitous in our (custom) Sword Coast, in general."

Talsorian the Conjuransmuter - The (someTIMEs) Traveler

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Re: Magic in the Realms

Unread post by mrm3ntalist »

Steve wrote:
mrm3ntalist wrote: If I understand correctly steve has an issue about casters being able to do everything? Is that it?
I would prefer it to be "Steve is questioning the dominance of MAGIC SOLVES EVERYTHING paradigm I've noticed in the last year or so, and is far too commonplace and ubiquitous in our (custom) Sword Coast, in general."
Can you give us an example? I can give you many examples, when many of my non casting characters were also able to solve everything.
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