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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
3.5e/PF/OGL Low-Magic Campaign Resources and Ideas
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<blockquote data-quote="Edgar Ironpelt" data-source="post: 9528368" data-attributes="member: 32075"><p>Combat was plenty lethal in <em>Lord of the Rings</em> for mooks, secondary characters, and various characters in the backstories. It was much less lethal for the primary, protagonist characters. Is this distinction what you mean when you call combat in LOTR "cinematic"?</p><p></p><p>D&D combat out of the box gives (IMHO) about the right level of lethality for those mooks and secondary characters, and then throws heaps of healing magic into the mix to reduce the lethality experienced by the PC's - who many players want to be the equivalent of those primary protagonist characters. But throwing in that healing magic creates world-building issues, and is a big problem if a low-magic game is wanted. </p><p></p><p>Now many GMs, and some players, are happy with PCs who are those secondary characters experiencing a higher lethality. But that's not a sort of game I'm personally eager to either run or play in.</p><p></p><p></p><p>I don't understand what you are trying to say, here. In D&D, magical healing has always been the province of clerics and alchemists, with wizards generally locked out of it. Also, it's hard to present "potions that speed healing" as anything other than a supernatural - magical - effect, unless the speed increase is a small one. </p><p></p><p>(As an aside, I have abundant healing magic in one of my non-D&D games, with little of that being in the form of spells or potions. Instead it's a pervasive world-magic that anyone can tap into, to heal injuries at an unrealistic, supernaturally rapid rate. Even injured wild animals licking their wounds tap into this pervasive magical healing.)</p><p></p><p></p><p></p><p>I've become chary about using DR in my 3.5e game, because it can quickly become an all-or-nothing effect. Also, it penalizes characters built around high-accuracy/low-damage attacks. When it comes to giving a boost to armor, I'm toying with giving heavier armor a non-magical fortification effect to reduce the chances of critical hits, and/or having it convert a portion of the damage a character receives into non-lethal damage.</p><p></p><p></p><p>Thank you, and you're welcome <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile    :)"  data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Edgar Ironpelt, post: 9528368, member: 32075"] Combat was plenty lethal in [I]Lord of the Rings[/I] for mooks, secondary characters, and various characters in the backstories. It was much less lethal for the primary, protagonist characters. Is this distinction what you mean when you call combat in LOTR "cinematic"? D&D combat out of the box gives (IMHO) about the right level of lethality for those mooks and secondary characters, and then throws heaps of healing magic into the mix to reduce the lethality experienced by the PC's - who many players want to be the equivalent of those primary protagonist characters. But throwing in that healing magic creates world-building issues, and is a big problem if a low-magic game is wanted. Now many GMs, and some players, are happy with PCs who are those secondary characters experiencing a higher lethality. But that's not a sort of game I'm personally eager to either run or play in. I don't understand what you are trying to say, here. In D&D, magical healing has always been the province of clerics and alchemists, with wizards generally locked out of it. Also, it's hard to present "potions that speed healing" as anything other than a supernatural - magical - effect, unless the speed increase is a small one. (As an aside, I have abundant healing magic in one of my non-D&D games, with little of that being in the form of spells or potions. Instead it's a pervasive world-magic that anyone can tap into, to heal injuries at an unrealistic, supernaturally rapid rate. Even injured wild animals licking their wounds tap into this pervasive magical healing.) I've become chary about using DR in my 3.5e game, because it can quickly become an all-or-nothing effect. Also, it penalizes characters built around high-accuracy/low-damage attacks. When it comes to giving a boost to armor, I'm toying with giving heavier armor a non-magical fortification effect to reduce the chances of critical hits, and/or having it convert a portion of the damage a character receives into non-lethal damage. Thank you, and you're welcome :) [/QUOTE]
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