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What is "grim and gritty" and "low magic" anyway?
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<blockquote data-quote="Kormydigar" data-source="post: 1418671" data-attributes="member: 17113"><p>There are several types of "low" magic campaign types. The features of these types are often mixed and matched. None of these magic levels are truly "better" then the one presented in the core rules. It's all a matter of style preference. Some of these magic levels are:</p><p></p><p>1) A completely reduced magic level in the world. Spellcasting classes are hard to qualify for, resulting in fewer numbers of casters. The effects of spells are reduced in power and are seldom flashy. Magical items are extremely hard to come by, nigh impossible to make, and are rarely, if ever, sold. Magical creatures are often more mythical than real. If civilizations exist where the majority of the population do not believe in magic, then the overall presence of magic is extremely low by D&D standards. This level of low magic gives the game a sort of pseudo historical feel akin to the Pendragon game.</p><p></p><p>2) A somewhat reduced level of magic. Spellcasters are not as common as they are in the core rules, but still wield significant power. The general population is aware of magic though not all may have experienced it directly. Magic items are still not common, but are a little easier to come by. Some items such as potions and scrolls, can be made with some difficulty. Magical creatures are present to the extent that nearly everyone believes they exist.</p><p></p><p>3) A slightly reduced level of magic. Spellcasters are common and command the standard powers presented in the core rules. The general population accepts casters as members of society and most have witnessed real magic. The main restriction at this level is magic items. Some items can be obtained on the open market while others cannot. You could buy a potion of healing rather cheaply for instance but a +3 longsword would not be available for any price. Potions, scrolls, and possibly wands could be made by the pc's, but permenant items must still be obtained through adventure.</p><p></p><p>As far as grim and gritty are concerned, its all in the presentation of the details. A critical hit chart that is capeable of taking out a high level fighter in one good hit does not make the game "grittier" just more deadly. A game can have a gritty feel when the overall tone of the campaign is dark and even the heroes feel "dirty", much like the main characters in The Black Company, by Glenn Cook. By contrast a game can be lighthearted in feel while having an extemely high pc mortality rate. " Oh wow, we lost Bob, and Joe on that trip. Lets head back to town and look for a couple of out of work fighters!" Neither style is right or wrong. Whatever the the DM and players enjoy is right.</p></blockquote><p></p>
[QUOTE="Kormydigar, post: 1418671, member: 17113"] There are several types of "low" magic campaign types. The features of these types are often mixed and matched. None of these magic levels are truly "better" then the one presented in the core rules. It's all a matter of style preference. Some of these magic levels are: 1) A completely reduced magic level in the world. Spellcasting classes are hard to qualify for, resulting in fewer numbers of casters. The effects of spells are reduced in power and are seldom flashy. Magical items are extremely hard to come by, nigh impossible to make, and are rarely, if ever, sold. Magical creatures are often more mythical than real. If civilizations exist where the majority of the population do not believe in magic, then the overall presence of magic is extremely low by D&D standards. This level of low magic gives the game a sort of pseudo historical feel akin to the Pendragon game. 2) A somewhat reduced level of magic. Spellcasters are not as common as they are in the core rules, but still wield significant power. The general population is aware of magic though not all may have experienced it directly. Magic items are still not common, but are a little easier to come by. Some items such as potions and scrolls, can be made with some difficulty. Magical creatures are present to the extent that nearly everyone believes they exist. 3) A slightly reduced level of magic. Spellcasters are common and command the standard powers presented in the core rules. The general population accepts casters as members of society and most have witnessed real magic. The main restriction at this level is magic items. Some items can be obtained on the open market while others cannot. You could buy a potion of healing rather cheaply for instance but a +3 longsword would not be available for any price. Potions, scrolls, and possibly wands could be made by the pc's, but permenant items must still be obtained through adventure. As far as grim and gritty are concerned, its all in the presentation of the details. A critical hit chart that is capeable of taking out a high level fighter in one good hit does not make the game "grittier" just more deadly. A game can have a gritty feel when the overall tone of the campaign is dark and even the heroes feel "dirty", much like the main characters in The Black Company, by Glenn Cook. By contrast a game can be lighthearted in feel while having an extemely high pc mortality rate. " Oh wow, we lost Bob, and Joe on that trip. Lets head back to town and look for a couple of out of work fighters!" Neither style is right or wrong. Whatever the the DM and players enjoy is right. [/QUOTE]
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