Realizing that some players are more reactive than proactive, following is the non-player generated plot hook. If the party has enough interesting characters with enough interesting backstory, I'll use a more player-centric hook:
Converting the Giants
Sarah, the human missionary, cried with her head in her hands. In the dim candlelight of her hut, she silently hoped that someone, somewhere, would come near and share her feelings of frustration. The
First, to anyone who has read my Draining Magic blogs, I apologize, as I discovered to my dismay that in Part 2, I posted my system for an alternate spell casting system for which I have not worked out all of the bugs as of yet.
Here is what I came up with, something which has worked out well so far in the limited playtests I have done.
1. No more # of spells per level per day. Instead, each spellcasting class has a Maximum Spell Level Known. This is based upon the spell
Ok, as I said previously, magic that ultiamtely has a draining effect on the caster has always resonated with me. Well, here is what I've created (hopefully original).
A few terms, used for convenience:
Spells - cover arcane and divine spells, as well as psionic powers.
Magic - covers arcane and divine magic, as well as psionics.
Caster - all classes that cast or manifest
First, a nod to 4E, as I seperate spells into quick and dirty spells
Something I have been working on for awhile is modifying some mechanics in regards to magic - be it arcane, divine, or (for those of you that lump it all in one) psionics.
The Inspiration: Something that has always resonated with me in regards to magic, is that it is taxing in some fashion; that the human or demi-human body isn't truly capable of constantly handling the energies being channeled through or manipulated by the individual. Shadowrun had a nice drain mechanic to simulate
Currently, Iím GMing a Shadowrun game and the team is transporting a cursed object. To spice it up, I made 20 things that can go wrong on a road trip in the Shadowrun world and wrote them on 3x5 cards. Because of the fact that it was a cursed object made all the cards bad things but in different degrees. Then I numbered them 1-20. An appointed player would roll a D20 to see what happened next. Whatever they rolled would get them that numbered card. The fact that the GM and the players didnít know