- Location
- Great Britain
- Pronouns
- He/Him
Yeah, pretty much.
Yeah, pretty much.
As long as you can keep an eye on it, that might work. The issue I'm wary of is that what would be a major expenditure of power in one setting would be a relatively minor one in another. As an example, the average Harry Potter wizard (though that is a pretty broken setting in some ways anyway) can cast all day, while an average DnD casters would run out after a relatively tiny number of spells.I did think about using something akin to what I am in Sci-Fi - Modern - OOC - Immortal to the End thread, whereby you have a pool of points (although I don't really count usage it just stops players taking liberties) - but I am wary that as you're starting off with a fair bit of power, and likely using your powers a lot it could kill the game. May just use freeform and tell you when your characters are tired from over exerting themselves. Might just be easier.
As long as you can keep an eye on it, that might work. The issue I'm wary of is that what would be a major expenditure of power in one setting would be a relatively minor one in another. As an example, the average Harry Potter wizard (though that is a pretty broken setting in some ways anyway) can cast all day, while an average DnD casters would run out after a relatively tiny number of spells.
To use a more personal example, the amount of elemental manipulation the A:TLA characters can do without tiring doesn't seem to have a hard limit outside of physical exhaustion (from my own memory, it has been a while since I watched the show). That would be at pretty hard odds with any system that limits it based on 'Mana' or the like. (Though I'd be plenty happy to set a limit and stick to it, since it's pretty broken otherwise)
Missed the edit again :/EDIT: To expand upon this slightly. For instance if a character went into a zero magic universe the law of thermodynamics WOULD take over, in the same way a hot cup of tea (coffee or anything else for that matter) would release its energy to equalise to room temperature. So the charge would remain for a short while before becoming inert once again. Conversely so, it would take time to recharge again upon reaching a magic rich environment. On the opposite end of the scale, if your characters went somewhere as magic rich like Rifts Earth, some magical items could explode due to possessing too much energy - so it kinda goes both ways.
Missed the edit again :/
Will we be able to know the magic level before heading into a world? It would be pretty awful to be carrying something delicately magical and it exploding or dying on us.
Also, how would extradimensional spaces work between worlds? (I'm thinking things like a bag of holding or portable hole) Would they only be accessible in their home universe? And how would 'no-magic' worlds affect them?
Progression
Obviously your characters will grow, learn new stuff, get better at existing skills - and naturally pick up some more cool gear. For magic users to improve they can obviously get someone else to teach them, uncover a tome (could be electronically stored - thanks The Laundry for that idea). Alternatively, it is also possible to crossover and use other forms of magic, so a Wizard could easily become a Mage (i.e. no longer require the focus of a staff or wand). It is obviously logical for a Mystic to become a Sorcerer. In theory, anyone could crossover into the areas of another and it would just be another feather in their bow, another skill set obtained over their long life.
Sounds like they're off the table unless @Zedalb tells me anything else to sway my opinion on it.
Do we start with any 'mundane' equipment or funds when we begin? Not necessarily massive amounts of it, but enough that our first move doesn't have to be 'find a way to get some basic stuff together'.
I've made a decision, no to Necrons.
Absolutely no one, unless at endgame stage should be having access to First one technology - which they do. So not happening.
The problem with necron is that they are considered tough on the WH40k scale. Which mean it is universally agreed that they can talk several bolter rounds befoere dropping.
A bolter round is a rocket-propelled armor-piercing grenade.
Yes but that's not something I'd have.
Like saying everyone from star wars has a death star.
There's a difference between species and personal knowledge i, irl can't build tanks or nuclear weapons even if my race as a whole is capable.
You mean the interdimensional sword that phase through armors and kill thing by creative transdimension telefrag?For crazy weaponry I was going to have a necron sword, which while great functions as a light saber and a light saber to try to combine the two and make something stronger. Some type of bag of holding because everyone will be needing one its so essential and I was thinking a tome on enchantment of some sort.
Necron, even the most basic grunts, are pretty overpowered just because they are necrons.
Aside from being tough enough to take multiple futuristic rocket propelled grenades. Their most basic weapons eat tanks.
You mean the interdimensional sword that phase through armors and kill thing by creative transdimension telefrag?
Fluff against effect armor worked better against it than light saber.
I see you have given up reason and this is just a strong emotional no, now.
Not at all - I'm just not prepared to indulge arguments to justify something that breaks the OP (mine). Why not try playing something else?
Dude, chill it.Not prepared to indulge arguments= not going to listen to or respect you enough to respond to your reason = emotional response.
You give me a reason there bad I fix it.
You still say no, with no noted reason.
That is emotional.
Dude, chill it.
He doesn't want to turn this in a debate VS thread.
For some so fluff heavy like WH40k, that's what gonna happen.
If you're willing to nerf Necrons until they fit in, why not just play terminator
@RogerD
Just to be clear, you read the wiki link I gave on the items, right?
@Zedalb, you really aren't setting yourself up well for being a player in any regard.
You proposed something you thought was fair. The GM said no after reviewing it, but giving you the chance to provide reasoning for him to overturn his decision.
You then provided reasoning, but the GM didn't think that was good enough to overturn his decision, and finalised his ruling of 'No'.
Then you argued further.
Whatever your opinion on the GM's decision, it is final, and acting otherwise is only going to result in arguments. If you can accept that, do so and alter your plans. If not, move on to another game where the GM is more to your liking. Back-and-forth arguments are going to result only in disruption, especially if you set a precedent that it is okay to do so.
Just to be clear, you read the wiki link I gave on the items, right?