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Old 11-01-2011, 06:55 PM   #13
mhd
 
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Join Date: Apr 2008
Location: Land of the Beer, Home of the Dirndls
Default Re: Wizard Vows

Quote:
Originally Posted by Phaelen Bleux View Post
I must admit that reading this post reminds me of why I embraced GURPS over D&D all those years back. . .silly rules that limited creative character generation.
Well, at least in GURPS you can "buy it off", i.e. you can say that "in my campaign, Wizards have these compulsory disadvantages" and if the player can give a reason why he doesn't have these (and/or trades them in for another set), he's good to go. Unless it's about the actual magical metaphysics or something like that…

For Dragonlance, I can certainly see the point. It had a pretty brutal system for Wizardry. Once you reach a certain, erm, level of your abilities, you had to take that horrendous test that might kill you. If your campaign starts in a CP range where this can't be taken for granted, "Vow: Have to take test that might ruin or kill me" is certainly in order…
(And If I'm not mistaken, they did hunt you down if they noticed you've become too powerful and didn't subject yourself to their silly classifications)
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