newness

May 25, 2006 15:33

I have been starting to plan out my next  D and D game, but I want to make changes to the system. I honestly think I will have D and D 3.25 or even 3.75 by the time I'm done. The reason behind this is that in my last game magic became too relied upon. I have no problem with that if their is a mage in the group, but there wasn't until the last couple of months. I wanna go in and take out a lot of spells or even just weaken them immensely. I want the characters to have to spend time in rest  just to recover. When they new they were going to face a tough challenge it had the feel of(at least to me) It's ok if it nearly kills us, the treasure will be more than enough to pay for us to get healed and do it again tomorrow. I want there to be a feel of danger and consequence, I want  there to be some worry over a mummy hitting you, not .. A mummy hit me again, can you cast that spell on me again...  I think the game will be more save intensive, instead of curing you it will give you another chance at a save, or suppress the effects for a time. Any one ever try to do this before? I know it will take a while, but if it gives that feeling to the game it will be worth it. This isn't to say that the players never aced like something scared them, it just saying that the feeling of this is scary wasn't there. I know everyone is a HERO, but come on even a hero gets scared, they just find a way to survive and have someone tell the story.--Derek
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