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What is "grim and gritty" and "low magic" anyway?
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<blockquote data-quote="Remathilis" data-source="post: 1421543" data-attributes="member: 7635"><p>Wow! Ask a simple question and look at the answer I get! Thanks to everyone for answering, debating, and discussing this one.</p><p> </p><p>That said, my personal feelings have been wavering of late. I was once in the category of "high magic" because most of the "low magic" games I saw were ill thought out and tended to be poorly run (by good DM's mind you). However, the current level of D&D magic makes it hard to have a game that runs smoothly without alot of constant DM one-upmanship and such. Some days I'd like to go to a lower level magic, more grim and gritty setting, but others I prefer D&D's escapism. </p><p> </p><p>I asked for the definitions because somewhere in them I wanted to see how people deal with classic D&D issues like magical items, monsters, flashy spells, etc in a low magic setting, and how many people use alternatives to D&D. That, and it gave me some ideas to sell to my players.</p><p> </p><p>I'll throw out another nugget: Would a d20 hardcover book that covered "low magic/G&G" rules in a generic way be useful? Things like alternate spellcaster classes, different combat/healing rules, variant spell lists, and monsters that don't require magic to beat? UA makes alot of this possible now...</p></blockquote><p></p>
[QUOTE="Remathilis, post: 1421543, member: 7635"] Wow! Ask a simple question and look at the answer I get! Thanks to everyone for answering, debating, and discussing this one. That said, my personal feelings have been wavering of late. I was once in the category of "high magic" because most of the "low magic" games I saw were ill thought out and tended to be poorly run (by good DM's mind you). However, the current level of D&D magic makes it hard to have a game that runs smoothly without alot of constant DM one-upmanship and such. Some days I'd like to go to a lower level magic, more grim and gritty setting, but others I prefer D&D's escapism. I asked for the definitions because somewhere in them I wanted to see how people deal with classic D&D issues like magical items, monsters, flashy spells, etc in a low magic setting, and how many people use alternatives to D&D. That, and it gave me some ideas to sell to my players. I'll throw out another nugget: Would a d20 hardcover book that covered "low magic/G&G" rules in a generic way be useful? Things like alternate spellcaster classes, different combat/healing rules, variant spell lists, and monsters that don't require magic to beat? UA makes alot of this possible now... [/QUOTE]
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