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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
[3.5] Anti-Magic Universe
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<blockquote data-quote="Visigani" data-source="post: 5555700" data-attributes="member: 6676235"><p>In such a world bards, fighters, barbarians, rogues, rangers and monks would come out squarely on top.</p><p></p><p>Wizards would be aristocrats or experts that focused on alchemy such as tanglefoot bags and guns. Or bombs.</p><p></p><p>D&D has everything the real world has... there's zero reason why someone couldn't invest a car and presumably power it with gasoline... if they had the right technology and resources.</p><p></p><p></p><p>There are plenty of nonmagical ways to disorient/hold/stun people, do mass damage, and with advanced enough tech... disintegrate them.</p><p></p><p></p><p>This means that the Wizards choice of skills becomes infinitely more important.</p><p></p><p></p><p>However, the end result of all of this is just non-magic magic.</p><p></p><p></p><p>Your real goal should be a low powered "mystics" campaign. Rather than psionics... call them mystics... limit their power points pool and the powers they have access to... anything flashy is right out. Clairsentience with some telekinesis and Telepathic powers mixed in is probably best.</p><p></p><p>However, give them a great many skills to compensate (we're effectively rebuilding the beguiler here in some respects).</p><p></p><p></p><p>This allows for an extremely low magic campaign, without making the "flavor" of the class entirely useless. i.e. you can still be a "wizard" style class even in a campaign as limited as this is in supernatural effects.</p></blockquote><p></p>
[QUOTE="Visigani, post: 5555700, member: 6676235"] In such a world bards, fighters, barbarians, rogues, rangers and monks would come out squarely on top. Wizards would be aristocrats or experts that focused on alchemy such as tanglefoot bags and guns. Or bombs. D&D has everything the real world has... there's zero reason why someone couldn't invest a car and presumably power it with gasoline... if they had the right technology and resources. There are plenty of nonmagical ways to disorient/hold/stun people, do mass damage, and with advanced enough tech... disintegrate them. This means that the Wizards choice of skills becomes infinitely more important. However, the end result of all of this is just non-magic magic. Your real goal should be a low powered "mystics" campaign. Rather than psionics... call them mystics... limit their power points pool and the powers they have access to... anything flashy is right out. Clairsentience with some telekinesis and Telepathic powers mixed in is probably best. However, give them a great many skills to compensate (we're effectively rebuilding the beguiler here in some respects). This allows for an extremely low magic campaign, without making the "flavor" of the class entirely useless. i.e. you can still be a "wizard" style class even in a campaign as limited as this is in supernatural effects. [/QUOTE]
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[3.5] Anti-Magic Universe
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