Discover the Magic of Reef Bungalows: The Perfect Tropical Getaway

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Magic Reef Bungalows is a stunning accommodation option located in Rarotonga, the largest of the Cook Islands. This beautiful resort offers guests the chance to experience the true magic of island living. The bungalows themselves are luxurious and thoughtfully designed, with great attention to detail. Each bungalow is equipped with modern amenities and features such as air conditioning, a private terrace, and a fully equipped kitchenette. The interior decor is stylish and contemporary, creating a peaceful and comfortable atmosphere for guests to relax and unwind. One of the most outstanding features of the Magic Reef Bungalows is its exquisite location.


The mechanics.

In addition, people can only be resurrected a certain number of times, and if they ve been resurrected more times than a particular cleric has cast resurrection, there s a chance of the spell failing and possibly killing the cleric. I might invent some ultra rare material that is incredibly fragile, making weapons that contain some of it weaker, but it can amass huge amounts of mana.

Age of scarce magic

One of the most outstanding features of the Magic Reef Bungalows is its exquisite location. The resort is situated right on the beach, providing guests with breathtaking views of the sparkling turquoise waters and the serene sandy shores. The tropical gardens surrounding the bungalows create a lush and tranquil environment, adding to the overall sense of luxury and relaxation.

[13th Age] How easy is it to dial down the magic? (1 Viewer)

My group is looking hard at 13A as our main game option, likely attached to one of the GM's own homebrewed settings. Now a big question for me here, as someone who's rather burned out on certain D&D mainstays, is around magic. Specifically, how hard-coded it is into the system, especially around stuff like magic items. With 3.x it was baked into the maths, and to a lesser degree (though more transparently) that was also the case with 4e.

We're not talking about a completely non-magical game here by any means, I doubt anyone but me in the group would find that interesting, but how much is written into the mechanics assuming magic and magic item use? For example, if a game had mages/clerics/casters less common than the usual assumed D&D default, and extremely rare magic items, would that impact the system at all?

Does a lower-/low-magic (but not no-magic) 13A work just fine?

Drastic

Just this guy, you know?

Should be doable, with most of the problems caused being subtler ones. At the base mechanical level, it should be easy enough. The combat math does have a bit of an assumption that characters will pick up magic weapons and armor as they level up (or be using the consumable stuff regularly), but that's easy enough to do away with simply with inherent bonuses per tier.

The more problematic area might be how it'd restrict character choices; most of the 'non-magic' classes are on the simpler side of the complexity scale. Retaining, say, the improvisational powers of the wizard and bard would at least require significant reskinning at the very least, for players who were set on that feel.

And it'd potentially impose some new wrinkles and bounds on One Unique Things and some uses of Icon dice roll results that wouldn't be present in more freewheeling higher-magic default settings.

Aikireikinu

Tsundere Cat
Staff member Moderator RPGnet Member Validated User

Magic items are somewhat implicitly optional, and rather restricted compared to normal D&D.

There are one-use magic items (potions mainly), that anyone can use, and can be bought normally. Then there are 'true' magic items.

Characters are limited by level in how many true magic items they can use. All true magic items have a personality of sorts, and bond with their wielder (you can get rid of them, it's bonding as in how people bond, not like glue). True magic items' personalties also makes their wielder exhibit certain quirks based on the item, which have to be roleplayed.

For example, the Helm of Fortunate Dancing makes the person who has bonded with it be "Easily moved to dancing by rhythmic music, and taps foot when there is no music."

Generally, the more powerful the item, the more pronounced the quirk.

True magic items are rare enough in the world that they're effectively priceless. You can't go to the corner magic shop and buy a +1 sword. The rules suggest that trying to buy a true magic item would constitute an adventure in of itself. Likewise, selling one is very difficult as there are no established prices. The rules suggest that players dispose of unwanted true magic items by giving them as gifts to the Icons, or to other people that they want to reward, or curry favor with.

There aren't formal magic item creation rules. Instead, players, if it makes sense for them to be able to, can make magic items by roleplaying it out and completing an appropriately difficult task, as determined by the GM. So if a dwarf fighter wanted to forge a dwarven rune sword, the GM might allow it, but state that it has to use rare ores (requiring an adventure to obtain), be done when the moons and stars are in a certain alignment, using a forge on the top of a mountain located deep in the Lich King's territory, and the fighter needs to have a background that can be rationalized as applying.

Spells are quite a bit more restricted than normal D&D. All spell casting classes have mainly combat use spells (wizards can devote a spell slot to a utility spell that has non-combat applications). However, some spell casting classes (or spell casters that take the right feat), can cast rituals. Unlike 4th ed, rituals aren't defined. Instead, the spell caster spends minutes/hours/days etc (adjudicated by the GM) and uses one of their normal spells and explains thematically how that spell can be used to power the ritual's effect. Rituals shouldn't, in general, causes damage directly.

For example, let's say that a cleric wanted to let a grieving woman see her murdered siblings one last time, and give them a chance to say their goodbyes. There's no 'speak with dead' spell, so she performs a ritual, and uses her Blessing spell to power it, explaining that the blessing is granting the woman's wish to be able to speak one last time with her siblings. The GM agrees, and the siblings' spirits materialize and speak with the woman for an hour.

Finally, a note on resurrection. Clerics are limited in how many times in their life they can cast resurrection, with the casting time, and consequences for them, increasing each time. In addition, people can only be resurrected a certain number of times, and if they've been resurrected more times than a particular cleric has cast resurrection, there's a chance of the spell failing (and possibly killing the cleric).

My group is looking hard at 13A as our main game option, likely attached to one of the GM's own homebrewed settings. Now a big question for me here, as someone who's rather burned out on certain D&D mainstays, is around magic. Specifically, how hard-coded it is into the system, especially around stuff like magic items. With 3.x it was baked into the maths, and to a lesser degree (though more transparently) that was also the case with 4e.
Magic reef bungalowa

The resort also offers a range of fantastic facilities and services to enhance the guest experience. Guests can make use of the swimming pool, sun loungers, and onsite restaurant. For those seeking adventure, the resort can organize various water activities such as snorkeling, kayaking, and fishing. The staff at Magic Reef Bungalows are known for their warm and friendly service, ensuring that guests feel welcomed and well taken care of throughout their stay. They are always happy to assist with any inquiries or requests, making sure that each guest has a memorable and enjoyable experience. Overall, Magic Reef Bungalows is the perfect destination for those seeking a luxury island getaway. With its stunning location, beautiful accommodations, and excellent service, this resort truly captures the magic of Rarotonga and provides an unforgettable experience for all who visit..

Reviews for "The Enchanting allure of a Magical Reef Bungalow"

1. Jenny - 2 stars
I was really disappointed with my stay at Magic Reef Bungalows. The first thing that bothered me was the cleanliness of the bungalow. The floors were dusty, and the windows were dirty. It just didn't give me a comfortable feeling. Secondly, the Wi-Fi was extremely slow and sometimes not even working. This was a huge inconvenience for me as I needed to stay connected for work purposes. Lastly, the staff was not very friendly or helpful. I asked for some recommendations on local attractions, and they didn't seem interested in providing any assistance. Overall, my experience at Magic Reef Bungalows was subpar, and I would not recommend it to others.
2. Mike - 3 stars
While the location of Magic Reef Bungalows is indeed beautiful, I found a few issues that made my stay less enjoyable. Firstly, the noise from neighboring bungalows was a major drawback. I could clearly hear conversations and music from adjacent units, which affected my relaxation. Additionally, the amenities in the bungalow were quite outdated. The furniture was worn, and the bathroom could use some renovation. Lastly, the pool was smaller than I expected, and there were not enough loungers for all the guests. This made it difficult to find a spot to relax by the pool. Considering the price I paid, I expected better overall quality.
3. Sarah - 1 star
My stay at Magic Reef Bungalows was a complete disaster. From the moment I arrived, I noticed a strong musty smell in the bungalow that stayed throughout my entire stay. The smell made it impossible to feel comfortable and ruined my experience. Moreover, the bed was incredibly uncomfortable, with springs poking out. I barely got any sleep during my stay. The website advertised a private beach, but in reality, it was quite small, dirty, and uninviting. The whole property just seemed outdated and poorly maintained. I regret choosing this place for my vacation and would not recommend it to anyone.

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