You could work to reduce the number of people who have access to magic. Or you could destroy scrolls, books, research and the like.
These things would work against the purposes of Nethys.
What's more interesting to consider for your campaign is why Nethys is so interested in increasing magic. What is his endgame?
Perhaps once enough magic has saturated the world it will be an unhinged reality, like the abyss, where will alone can change the rules.
Or perhaps Nethys is cultivating the prime plane like a battery. Once it has hit a critical amount of magic "stored within" he will discharge it all at once to power some ultimate spell or device.
Or maybe he wants to bring about a Utopia that is only possible once everyone has magic at their fingertips. The more magic users that exist, the more easy it is for everyone else to learn.
Working out the reasons behind a god's portfolio can reveal far more than simply looking at what they support and oppose. And it can be the source for stories and adventure to fuel endless campaigns.
So now the problem is that the GM doesn't like the player's attitude?
Sounds like he is trying to tell the player how to play their character. Just let it go, dude. This is a high fantasy world where wizards create alternate realities, dragons weighing thousands of pounds fly, and...yes...barbarians know they can wade through lava with impunity.
Don't get mad at the player because he is playing Pathfinder when you want to be playing GURPS.
It would be a fun addition to the philosophy of a campaign world to state that the list of creatures available in Reincarnate is also a list of the only creatures in your game world deemed to have souls.
So all those other sentient creatures may walk and talk and such, but the Druids don't consider them "true souls" because you can never reincarnate as one.
Just a thought for some ecclesiastic shenanigans.
gated demiplanes for food production?
This could be brilliant. What if the entire place was set up with massive, layered defenses. Once you get through all of them and battle your way to the "treasure vault" - it is a gate to a plane with rolling plains of wheat under a mild sun.
This place provided all the beer-production ingredients the clan would ever have needed. A treasure beyond measure.
You could even have some powerful entity have taken up residence in this bountiful demi-plane that served to block production of ale and thus the place was abandoned as useless.
Magic is usually the explanation.
Like the Orcs in the works of Tolkien, who were created by the hand of Morgoth. They are irredeemably twisted and evil creatures.
You can also have certain races be part of the creation myth of your world. For example, all members of the Trox race are inhabited by the souls of those who chose to stand with the Dark Lord before the time of creation. And now they walk among mortals to sow their darkness in the world.
The possibilities are vast, and often you don't even need to reveal the true reasons to your players. Better yet, make it one of the mysteries of the world that will be uncovered (and maybe remedied?) by the characters.
Good luck out there!
So what we are really talking about here is a class-less magic system.
That's a great thing for an RPG. But it isn't D&D/Pathfinder. The real reason that Wizards can't cast the Cure spells is that it is one of the truths of the game. Just like how Paladins are LG champions of good and Bards cast magic through performance.
Mark Hoover wrote:
That seems to be a strange response.
Realizing that NPCs make the story more complicated/interesting/dynamic should encourage players to connect with the NPC. After all, you are all there to tell a story.
Do they just not want interesting story stuff to happen?
Roran Strax wrote:
The called shot rules do not allow the removal of body parts. Even a called shot critical/debilitating hit to a head or arm leaves everything still there. Please read the rules.
Provocation isn't an escape clause in the Geneva Convention.
Yiles. Don't play any Paizo Adventure Paths. There's murder-hoboing a'plenty.
Heck, the foundation of this RPG is hostile entry into the homes of often sentient beings, killing them all, and taking their stuff.
The Geneva Convention isn't in line with this idiom.
We're not in the Rules forum either. In answer to a direct question, I said that it was an excellent example of a generalist caster. And it is.
In fact it provides a compare/contrast to the types of caster in the published Paizo material. Thus showing what a design philosophy that allowed all kinds of spells (arcane & divine) from a caster would look like.
Not sure how playing forum police is helping the topic.
But the fact remains that Torag is LG and has a code that allows this behavior.
And there is nothing in the paladin description that precludes being "bloodthirsty". A Paladin can be the hand of vengeance and the personification of his god's wrath.
It sounds like you are making a world that is hostile to casters. But I don't see anything in that description that makes it low magic.
Low magic typically means that powerful magic doesn't exist or is rare. If a player can play a Wizard or Sorcerer as written in the CRB it will not be a low magic campaign for long.
The DM and the player are not enemies. They are collaborating in creating a story. If either of them doesn't want to have the same story as the other - class features are the least of their worries.
The 'useless' bit about armor class is that it generally goes up as you level and BaB also goes up as you level. It seems like a zero-sum game sometimes.
You struggle to get your AC to stratospheric heights, only to face monsters who have a +25 attack bonus that will hit you most of the time anyway.
Still, I wouldn't really call it useless. Keeping that AC up can at least mean the occasional attack will miss. And that will save resources. At the end of the day D&D is a resource-management game.
As someone who constantly brings people new to RPGs into the fold, I think it's a good thing to have training wheels.
I've had multiple instances where the section on alignments has engendered some great discussions about what role play is and how playing someone with a different world view from the player can be a fun experience.
Knowledge(local) can represent your ability to find out the scuttlebutt in any given region. I see it as a replacement for the old Gather Information skill.
Studying religion in the world of PF includes learning about the abominations created by evil gods, often in the form of stories. In the same way that any educated person in ancient Greece would know that a creature dipped in the River Styx would have a weak point wherever they were held. They would also know that a mirrored surface is the only safe way to view a Medusa.
So long as everyone agrees to a system beforehand, you can do whatever you like with failed rolls. We often say you get nothing on a failed roll. But if you fail by more than 5 you get bad information. The worse you fail, the worse the information.
Kirth Gersen wrote:
I tried that once, and found that the game turned into an ongoing stuggle for better divinations and transportation blocking/enabling, and that no one else really had anything to do 90% of the time. Eventually I went for almost the exact same solution that Claxon did, which also has the advantage of explaining why there are anachronous castles and dungeons all over the place.
It really is elegant in that it makes the world more consistent with itself. And it retains the utility of these spells for rapid transport.
That is why I said it would be a house rule.
You were taking part of a post that stated only that the study of geological process as they happen in reality on earth wasn't relevant to Golarion. Which is true.
Don't know why you responded to it like it meant something else.
The post you quoted said nothing at all about gods.
It should be on a scroll. That's what Use Magic Device is for. ;)
It only takes 1 minute to cast Raise Dead or Resurrection. They shouldn't be down for much longer than that single combat.
The OP does seem to imply that there will be trouble with more than just Teleport spells. It sounds like the foray from the "E6" style of play into the world of high power magic is jarring for him.
My advice overall would be to read a few high-level modules and see if the play style implied works for his table. If not, then he will either need to cap levels like E6 or will need to do a great deal of work eliminating powerful abilities and spells from his game.
Good luck to him in either case.
Ding. We have a winner!
Kirth Gersen wrote:
Geology major at the University of Texas here. I know orogeny, uplift and tilt, and the processes involved in creating the mountain ranges on Earth.
None of that is relevant to Galorion.
Kirth Gersen wrote:
Or the world was created with intent to give it all the ecological niches desired by its creators. Epic worlds tend to have mountains. Nothing "trickster" needed in the process.
Kirth Gersen wrote:
You said regarding setting specifics for plate movement: "Don't have to read it; you can tell from the mountain ranges."
Not sure how else you meant this to be read.
The world has mountains. In a magical world with a short history, active gods, and intelligent design there is no need for plate tectonics. Unless specifically mentioned in the Galorian source material then they aren't an issue for teleportation.
Kirth Gersen wrote:
Unless the world is tens of millions of years old (has this been established?) then the gods only needed to be active when the world was first created. Geologic features such as mountain ranges would not have changed much in a few thousand years.
The point here is that mountains, ocean basins, hot spots, etc. do not imply tectonic plate movement in Galorian unless it is stated in the world rules somewhere. So no tectonic movement to prevent teleportation.
The rotation of the world is another issue altogether.
Kirth Gersen wrote:
In a world with active gods you don't need geologic processes to create any geographic feature. Is it ever stated how old Golarion is? Is it at least 50 million years old (long enough for a tectonically active planet to generate such features)?
I'd always had the impression that it was literally an Intelligent Design universe.