| Post/Author/DateTime | Post |
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| #1OroroJul 08, 2012 20:29:56 | I'm in the very beginning process of developing a world for my gaming group. It's a world where magic has been driven underground and the daily life of the people is generally run by the church. I have a system of government, a few NPCs and a few monsters designed, but I could use ideas about hooks. Here's what I have so far:
I do plan on letting them find some magic items, but one of the players brought up the question of using inherent bonuses. This is my first Campaign as a DM and I've only played one (very short) campaign with inherent bonuses and I could use the benefit of some experience. Also, in a world with arcane and primal magic nearly wiped out, of course my players have started with arcane character concepts. Is it out of line to have their magic have a 20% mischance due to poor training for the first few adventures? Any and all help appreciated |
| #2palefeederJul 09, 2012 9:09:05 | I dont think that the 20% chance of failure would be wrong. Like you said, they have almost no training. I also wouldnt let every party member be a spell caster, as magic is very hidden and (apparently) concentrated to a specific group. Or you could have them hail from that specific undergroud group. |