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RE: [DL] d20 spells, metamagic feats, and magic item creation
I have an opinion about the item creatin feats. If players want potions,
tell them to play a Smoker (The New Science). However, if they want a self
reloading pisol, tell them to kill a hangin judge. If they want powerful
weapons or supe armor, tell them to play a mad scientist. Most people have
noticed that most monsters in Deadlands do not have damage reduction, so
there is no incredible need for magical weapons. Thre really is no place in
deadlands for a +5 brilliant energy pistol. For the most part, Deadlands is
a low magic setting. Magic has been around about 10 years at the most, and
most people have not even perfected the art of casting spells much less
imbuing items with magical energy. You can represent this by giving them a
high DC like 45.
-----Original Message-----
From: cnc80@shaw.ca [mailto:cnc80@shaw.ca]
Sent: Tuesday, March 25, 2003 20:41
To: deadlands@gamerz.net
Subject: [DL] d20 spells, metamagic feats, and magic item creation
I was wondering
For those people who play deadlands d20, how do you handle metamagic feats?
I was thinking of simply bumping up the casting factor of the spell
used, but they do seem overpowered and don't quite fit the feeling.
Also item creation feats really don't fit the environment, but I have a
player who is whining about not having these available.
Any opinons?
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