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How should i do low Magic: Some ideas
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<blockquote data-quote="Greybar" data-source="post: 522744" data-attributes="member: 4938"><p>Albert,</p><p></p><p>I'm wondering if your frustrations have more to do with the players than the rules. If they don't parlay with big baddies when both sides have magic, and complain about leveled or smart monsters, then won't those same problems really exist in a low-magic world? Plus you'll be dealing with play balance on the fly for any rules changes (which can lead to arguments as well).</p><p></p><p>That all said, a lot of good low-magic suggestions have been made. There is a key element I'm curious about though. Posters mention that it is important to "restore a sense of wonder to magic". But if your players are just coming off of a high-magic game, will their reactions be:</p><p>"Wow! A sword that glows when orcs are near and a salve that heals wounds!"</p><p>or</p><p>"Finally! It's about time we got a *^$& magic sword and a pitiful potion"</p><p></p><p>John</p></blockquote><p></p>
[QUOTE="Greybar, post: 522744, member: 4938"] Albert, I'm wondering if your frustrations have more to do with the players than the rules. If they don't parlay with big baddies when both sides have magic, and complain about leveled or smart monsters, then won't those same problems really exist in a low-magic world? Plus you'll be dealing with play balance on the fly for any rules changes (which can lead to arguments as well). That all said, a lot of good low-magic suggestions have been made. There is a key element I'm curious about though. Posters mention that it is important to "restore a sense of wonder to magic". But if your players are just coming off of a high-magic game, will their reactions be: "Wow! A sword that glows when orcs are near and a salve that heals wounds!" or "Finally! It's about time we got a *^$& magic sword and a pitiful potion" John [/QUOTE]
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How should i do low Magic: Some ideas
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