Relay-Version: version B 2.10 5/3/83; site utzoo.UUCP Posting-Version: version B 2.10.2 9/18/84; site petrus.UUCP Path: utzoo!watmath!clyde!bonnie!akgua!whuxlm!whuxl!houxm!mhuxt!mhuxr!ulysses!allegra!bellcore!petrus!hammond From: hammond@petrus.UUCP Newsgroups: net.games.frp Subject: Re: Limiting Magic Message-ID: <320@petrus.UUCP> Date: Wed, 3-Apr-85 21:46:25 EST Article-I.D.: petrus.320 Posted: Wed Apr 3 21:46:25 1985 Date-Received: Fri, 5-Apr-85 02:27:27 EST References: <1179@reed.UUCP> <26000002@siemens.UUCP> <12303@watmath.UUCP> Organization: Bell Communications Research, Inc Lines: 22 In article <26000002@siemens.UUCP> steve@siemens.UUCP writes: >By the way, I have a really neat magic system, but it has one flaw that >the obvious solutions won't really fix: a magic user can go off and spend >some huge amount of time making an arbitrary number of potions or enchanted >swords or whatever and then carry huge amounts of magic with him. Any >suggestions on "realistic" reasons why magic users cannot do this, that don't >restrict the ability to make a few potions or swords or whatever? 1) Any mu high enough level to go off and make enchanted items should have made plenty of enemies. Why should he remain undisturbed? 2) Don't your characters age? Why should the mu be able to spend "huge" amounts of time without dying? Doing high level magic could be like being a chemist, last I heard, chemists had the shortest life expectancy of any profession requiring a college degree. 3) How does the mu support himself while making the magic? He must interact with others for food and other suppplies. If he has a stronghold he must spend some time keeping it secure. Even if the local thieves learn to stay away, what about wandering adventurers? Just some suggestions. Rich Hammond {ihnp4, allegra, ucbvax} bellcore!hammond