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User:Ghostwheel/Quotes

4,123 bytes added, 23:41, 24 May 2022
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Surgo moved page User:Big fat hairy balls/Quotes to User:Ghostwheel/Quotes without leaving a redirect: more puerile spam to clean up
Some quotes I found interesting/funny:
 
 
[01:36] <[[User:Jota_II|Jota]]> [http://dungeons.wikia.com/wiki/User_blog:Jota_II/On_the_State_of_Affairs_in_3.5e You're like the anti F&K]
-Frank Trollman
 
 
 
You are not your magic weapon and armor. You are not your spell buffs. You are not how much gold you have, or how many times you've been raised from the dead. When a Big Bad Demon snaps your sword in two, you do not cry because that was your holy avenger. You leap onto its back, climb up to its head, and punch it in the eye, then get a new damn sword off of the next humanoid you headbutt to death.
[http://www.enworld.org/forum/blogs/mouseferatu/entry.php?2562-iI-fought-rawthe-rawRAW-and-the-RAW-won.html Balance, and how it changes one's point of view.]
[http://tgdmb.com/viewtopic.php?p=194469#194469 Story-changing abilities.]
 
 
 
RULE ZERO
 
One of the most important rules for the GM is Rule Zero. Simply put, Rule Zero says that the GM is expected to exercise common sense and good judgement in his game. He is allowed to supersede the game rules in the interest of ensuring that the game runs smoothly, the stories are interesting, and everyone has a good time. The GM should also remember that excessive or arbitrary use of Rule Zero usually results in an empty gaming table. Simply put, don’t abuse it!
 
-Only War
 
 
 
[http://dungeons.wikia.com/wiki/User_blog:Jota_II/On_the_State_of_Affairs_in_3.5e You're like the anti F&K] --[[User:Jota|Jota]]
 
 
 
You're kind of scary, you know that? --[http://www.reddit.com/r/Pathfinder_RPG/comments/20ckkr/alternatives_to_pc_death/cg1xfpa Astrum91]
 
 
 
[[Talk:Pale_Touch,_Improved_(3.5e_Feat)|I ... sometimes picture you as this Lawful Neutral Judge with "RNG" on your badge instead of "DREDD"...]] --[[User:Spanambula|Spanambula]]
 
 
 
Magic uses an outside force; the Weave. By pushing on one end of a see-saw, you can make miraculous effects appear, though the way to push the see-saw takes effort, mental as well as verbal or physical. For sorcerers, it's innate; they know how to manipulate it by "feel", and how to move one end of the see-saw to make the other work, simply by instinct. Wizards have to learn precisely how to do it through rote memorization, learning each individual motion and mystic word and which material components work how in order to push one end of the see-saw in order to see results.
 
The weave is vast, but much of the time predictable. It can be manipulated in a variety of ways. Bards do it through resonance, their song resonating with the weave in order to push the end of the see-saw to make magical effects occur.
 
Psionics is entirely different. The "magic" comes not from without, but within. They push against their own mind, so hard their brains might burst, but in the end bring effects into the world. For wilders, their emotions do the same, being bottled up so tight that when they explode, their effects on the world are more random, but potentially stronger too, with a chance of injuring the manifester.
 
The weave is vast and indescribable; it can cause people to move faster, be stronger, grow larger, and so forth. While the mind of a psion is more flexible, able to dole out the power within in much smaller dregs and drops to achieve various effects, they're also much more limited. While some of their powers can manifest as bolts of lightning or sheets of burning fire, in the end it is limited by their own minds, and their limitations. A person's mind has limitations that are not described by the weave. Thus, they are often incapable of duplicating the effects that a user of the weave could create, and their flavor is thus limited. --Me
 
 
 
I think there is a distinction between a cleric and a warlock; a cleric's magic is faith-based. They don't need to get their god's permission to worship them and gain power. In fact, I think the whole "not following faith leads to a loss of power" is because the cleric stopped believing in themselves and their deity, which is much more interesting than a god simply saying, "Nope, we don't allow that here," and taking their power away, and the Atonement spell/ritual/whatever is their journey to regain their faith in their beliefs and themselves. You know deep down when you cross the line with the things you believe in, regardless of the ends, and that can sever your faith to what you believe. It's not about the god. It's about the individual in the case of faith-based magic, I think
 
OTOH, a warlock makes an official pact with some entity, who either lends or teaches them how to siphon off its particular power (or access some other power if they make a contract with it), which makes it a different flavor from clerical magic --Me

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