GMMichael
Guide of Modos
Agreed, but for a slightly different reason: unlimited cantrips means that the spells can go a flyin' as soon as the new PCs hit the Tavern. Nothing says D&D to me like out-of-control fantasy.Honestly? 1st level.
Agreed, but for a slightly different reason: unlimited cantrips means that the spells can go a flyin' as soon as the new PCs hit the Tavern. Nothing says D&D to me like out-of-control fantasy.Honestly? 1st level.
This is interesting. Generally speaking, spells in TSR era D&D are much more powerful and setting impactful.Depends on the edition. TSR-era D&D, no limit. WotC-era D&D, 3rd or 4th level tops. But infinite cantrips already spoil things.
Yes. But they are also much more limited in a lot of ways. Fewer slots, fire and forget, memorize specific spells, material components generally enforced, spell selection by referee fiat, memorization times, chance to learn spells, magic-users with fewer hit points, longer leveling times / slower progression, higher lethality so fewer chances to even see higher-level magic, etc.This is interesting. Generally speaking, spells in TSR era D&D are much more powerful and setting impactful.
Rather than cap level, I would be inclined to curate the spell list for casters both NPC and PC, and move most spells to longer casting times. the world can still be magical, but gameplay would feel more low magic.
I read "low magic" as rare, difficult and subtle, like LotR, not necessarily simply largely unavailable.Yes. But they are also much more limited in a lot of ways. Fewer slots, fire and forget, memorize specific spells, material components generally enforced, spell selection by referee fiat, memorization times, chance to learn spells, magic-users with fewer hit points, longer leveling times / slower progression, higher lethality so fewer chances to even see higher-level magic, etc.
So higher-level magic is fine in TSR-era D&D because there’s effectively zero chance of ever seeing it in play. But in WotC-era D&D you just have to keep a campaign going long enough and it becomes inevitable. Not a guarantee, obviously. But much, much easier to accomplish than in TSR-era D&D.
Six of one, half-a-dozen of the other. Only real difference is subtle. D&D magic ain’t that.I read "low magic" as rare, difficult and subtle, like LotR, not necessarily simply largely unavailable.