• The VOIDRUNNER'S CODEX is LIVE! Explore new worlds, fight oppressive empires, fend off fearsome aliens, and wield deadly psionics with this comprehensive boxed set expansion for 5E and A5E!

D&D 5E How to De-Magic 5e


log in or register to remove this ad



Is it a unique system or does it use the 5e core?
I don't want to de-rail the thread, but it's a 5E heartbreaker. Mechanically, it's about as far from 5E as 3E is from 2E. You still have 20-level classes, each with three sub-classes. You still roll d20+stat to try and hit a AC, while fireball offers a saving throw for half damage. It's just a different balance point, with lower magic, more consistent mechanics, and fewer expected encounters per day.
 

Umbran

Mod Squad
Staff member
Supporter
Well, I disagree. Moreover, I tend to find the assertion that "Why bother changing anything, since it probably won't matter" to not be effective when I am seeking to change something because it matters to me. :)

This isn't "probably won't matter". It is "probably won't have the results you are looking for," which does matter, doesn't it?

By the way - who is supposed to feel that magic is rare and interesting? You? Or your players? I assume your players are supposed to be part of this - Rather than listen to any of us, or just yourself, why do't you ask them - "If I reduce the amount of magic available for PCs to use, will that make the magic more interesting?" See what they say.
 

dave2008

Legend
I don't want to de-rail the thread, but it's a 5E heartbreaker. Mechanically, it's about as far from 5E as 3E is from 2E. You still have 20-level classes, each with three sub-classes. You still roll d20+stat to try and hit a AC, while fireball offers a saving throw for half damage. It's just a different balance point, with lower magic, more consistent mechanics, and fewer expected encounters per day.
I took a quick look and it seems to be very similar mechanically. I know we have different viewpoints on that though.
 


Beleriphon

Totally Awesome Pirate Brain
I was just checking out AIME, and is really low magic, like essentially no magic. There is also a bit of middle earth specific features that would need to be modified. It is definitely interesting and not your typical D&D

One thing to keep in mind is that some of the classes in AiME are geared towards that system's use of Audiences, Journey, and Fellowship phases of an adventure (ie. the parts that aren't about stabbing orcs) which have substantial mechanical support.
 

dave2008

Legend
*To the extent that they are not, my old group soldiers on in 5e, but is bothers by the magic; this is a continued topic of conversation, such that we are considering taking a break and playing B/X. The "kids group" that I am DMing switched from 5e to 1e, so ... there's that.

Perhaps you have answered your own question. What about B/X feels lower magic to you? Can you replicate that in 5e?

Off the top of my head (it is been 25+ years since I played B/X) other than race/class combos (or is that AD&D), there are fewer classes with magic in B/X. If that is all you need then simply keep the cleric, wizard, fighter, rouge and add in the wanderer (ranger), and warden (bard), warrior (just because), and whatever the barbarian is called (I've already forgotten) from AIME and you've got it. You would need to make some adjustments to the AIME classes, but not to much.

PS, ditch cantrips of course and possibly bring back preparing specific spells (maybe no upcasting). I think that could make magic more "magical"

EDIT: Also, don't allow multiclassing and only use feats (no ASI) for a more B/X feel. Maybe add skill feats (from UA) for more customization.
 

Tyler Do'Urden

Soap Maker
Another 5e/3e heartbreaker that might be close to what you're looking for:


It looks pretty good to me; I was thinking about picking it up and running it, but ended up running straight 5e Midgard instead.
 

Voidrunner's Codex

Remove ads

Top