DND_Reborn
The High Aldwin
So, this post by @James Gasik really hit home and got me thinking about something...
For some reason (I really cannot tell you why!) the last few years I've been playing 5E I've desired a "low-magic" style setting/game. I have been all of keeping it more mundane, heroic but not "superheroic", keeping magic and magical items rare, making the game gritty with easier death and harder recovery.
And I don't know WHY I have felt this way...
I began decades ago with B/X and AD&D and I was perfectly happy up to 3rd edition with flying wizards, teleportation, and similar magic mention in the quote above. I never had any problem with mighty magic weapons and regions of mystical mysteries lost for ages, where strange and unusual were common occurrences.
But, for some unknown reason, in 5E I don't seem to want it anymore, while it is part of the game (as James says...) and has been for years.
So, I am not seeking answers, but if anyone has thoughts or wants to discuss it, please let me know. It would be nice if I could find a reason why...
Yeah, to the point that every time someone complains they "break the game", I have to point out that not only are they part of the game, but they have been for a long time. Goodberry, Tiny Hut, Magnificient Mansion, Teleport, Fly- all these spells and more, are legacies.
But you know what edition got rid of them, for the most part?
And was derided for not "feeling like D&D"?
And so they were brought back for that very reason?
Amusing, isn't it?
For some reason (I really cannot tell you why!) the last few years I've been playing 5E I've desired a "low-magic" style setting/game. I have been all of keeping it more mundane, heroic but not "superheroic", keeping magic and magical items rare, making the game gritty with easier death and harder recovery.
And I don't know WHY I have felt this way...

I began decades ago with B/X and AD&D and I was perfectly happy up to 3rd edition with flying wizards, teleportation, and similar magic mention in the quote above. I never had any problem with mighty magic weapons and regions of mystical mysteries lost for ages, where strange and unusual were common occurrences.
But, for some unknown reason, in 5E I don't seem to want it anymore, while it is part of the game (as James says...) and has been for years.
So, I am not seeking answers, but if anyone has thoughts or wants to discuss it, please let me know. It would be nice if I could find a reason why...