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Community
General Tabletop Discussion
*Dungeons & Dragons
Starting a new Very Low Magic setting, advice on mundane tricks/ideas.
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<blockquote data-quote="Ragmon" data-source="post: 6126315" data-attributes="member: 99604"><p>The only limit is the imagination.</p><p></p><p>Tho watch out for smart players who max out engineering and crafting...they have a plan. (well I would at least, in a mundane fantasy world)</p><p></p><p>Things that come to my mind:</p><p>- crafting traps</p><p>- creating high-tech gadgets and machines (steam engines and so on)</p><p>- animal training (you know that you can have 2 Rocs trained at low levels?!)</p><p>- the use of a Net at low levels (entangled without a spell).</p><p>- the rogue (tons of skills in a low magic world, well that is just me IMO skills wins over magic any day in 3.5 <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /> )</p><p>- if your going with low magic world but you did not house rule the casters then i would say, take the create magic item feats, and cover the market, or simply provide for your team.</p><p>- tons of little items in various books, I love the glass cutter, that and the hammock.</p><p>- mule = bag-o'-holding 1.0 (the mule can carry a lot of stuff)</p><p>- 10 foot pole, need I say more?</p><p>- salt is always useful.</p><p>- chalk, for those pesky mazes.</p><p>- oil, you can never know when you want to open a door silently.</p><p>- rope... you can never have enough rope.</p><p>- poisons</p><p>- science</p><p>- a good bluff check or diplomacy check can go a looong way.</p><p></p><p>Check out the equipment handbooks, they always have some fun none magical gear and items.</p></blockquote><p></p>
[QUOTE="Ragmon, post: 6126315, member: 99604"] The only limit is the imagination. Tho watch out for smart players who max out engineering and crafting...they have a plan. (well I would at least, in a mundane fantasy world) Things that come to my mind: - crafting traps - creating high-tech gadgets and machines (steam engines and so on) - animal training (you know that you can have 2 Rocs trained at low levels?!) - the use of a Net at low levels (entangled without a spell). - the rogue (tons of skills in a low magic world, well that is just me IMO skills wins over magic any day in 3.5 :) ) - if your going with low magic world but you did not house rule the casters then i would say, take the create magic item feats, and cover the market, or simply provide for your team. - tons of little items in various books, I love the glass cutter, that and the hammock. - mule = bag-o'-holding 1.0 (the mule can carry a lot of stuff) - 10 foot pole, need I say more? - salt is always useful. - chalk, for those pesky mazes. - oil, you can never know when you want to open a door silently. - rope... you can never have enough rope. - poisons - science - a good bluff check or diplomacy check can go a looong way. Check out the equipment handbooks, they always have some fun none magical gear and items. [/QUOTE]
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Community
General Tabletop Discussion
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Starting a new Very Low Magic setting, advice on mundane tricks/ideas.
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