<div class="quoteheader"><div class="topslice_quote"><a href="https://elliquiy.com/forums/index.php?topic=61457.msg2860574#msg2860574">Quote from: The Great Triangle on 21-03-2010, 10:19:14</a></div></div><blockquote class="bbc_standard_quote">Personally, I don't mind players calling each other on rules interpretations which make each other uncomfortable.  I'm sorry I haven't been around, but I've had social duties to do.  Anyway, Djinn can't cast wind walk normally, except via a wish.  If you'd like to dispute that you can go play a different game.  <br/><br/>I consider it unbalancing for djinni to be able to cast the equivelent of a 7th level cleric spell, since I'd prefer to balance their abilities at about 5th level.  (with the exception of their wish ability, which is in the realm of plot device.)  Djinni are supposed to be the equivelent of demigods in setting, but they can't control their power efficiently, and most of it is tied up maintaining the elemental planes.  What this means is that their elemental powers don't tend to be that much stronger than that of other elementals, though they have other magics to make up for it.<br/></blockquote><div class="quotefooter"><div class="botslice_quote"></div></div>So far I haven't heard a single explanation why this makes people uncomfortable. My character is a 9 level mystic, and making a fuss of her using a Djinn instead casting the spell herself is still dumbfounding to me. If anybody have an explanation, go on and give it.  ;)<br/><br/>I like your reasoning though,<br/>and I like not having to disput it anymore with WW, here a couple of days I was worried for his nerves.<br/>And of course I don't need to dispute it with you, GM leadership was my point in all this. I think I understand the concept well enough.  ^-^<br/><br/>P.S.<br/><div class="quoteheader"><div class="topslice_quote">Quote</div></div><blockquote class="bbc_standard_quote">This is so obvious to me I find it utterly stunning that anyone needs it explained.</blockquote><div class="quotefooter"><div class="botslice_quote"></div></div>When you started the game, TGT, you said it was AD&D based, with OSRIC being one of the possible sources. To quote: "<em>First edition is perfectly fine for reference. ... Once everything's done it'll be definative, but for now, first edition is a pretty good reference, and OSRIC is essentially identical in many respects</em>".<br/>If I read your posts correctly, your game rules are based on the first edition of AD&D, not on OSRIC in particular. And AD&D 1 Monster Manual lists wind walk in italics. I thought it's pretty obvious that OSRIC authors just allowed themselves some literacy.  ;)<br/>Now, it isn't relevant anymore, since you clarified the rules, but I find your OSRIC interpretations amusing.