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<blockquote data-quote="Hussar" data-source="post: 2566608" data-attributes="member: 22779"><p>Actually, that's not true. It's not that the guidelines have failed, its simply that you have deviated radically from the core assumptions of those guidelines. The DMG assumes a particular style of gameplay - the style presented in the DMG. Where a particular creature of a particular CR will be an estimated threat to a given level of party based on the wealth structure assumed by the DMG. If you radically change those assumptions, then you cannot complain that the rules have failed you. If your world deviates radically from the standards presented in the DMG, then any game designer realy does have no clue what your characters need because he has no idea what assumptions you are working from.</p><p></p><p>This is true for many things. A game designer with know knowledge of the Iron Heroes system would have no idea how to create adventures for Iron Heroes. Does that mean that Iron Heroes is a failure? No, of course not. However, it IS a departure from the core assumptions.</p><p></p><p>Now, let's look a little more closely at a "low magic" DnD setting. To create a "low magic" setting, you would need to make, at a minimum, the following changes:</p><p></p><p>1) Complete rework of item creation feats from the ground up.</p><p>2) Complete rework of the item creation rules from the ground up.</p><p>3) Complete rework of many core spell casting classes - all permanent duration spells would need to be removed - requirements for becoming those classes would need to be greatly increased - at a minimum.</p><p>4) Massive rework of many creatures. Any creature which can be used as a mount, a guard animal, easily summoned, able to create items - would need to be either removed or changed.</p><p>5) Classes with supernatural powers such as the monk would need to be removed or reworked.</p><p>6) Races with innate magical abilities, such as gnomes, would need to be reworked.</p><p></p><p>That's what I can come up with out of my head in about thirty seconds of thinking on the topic. I'm quite sure there are very many more issues that need to be addressed. If any of the issues on that list are not addressed, then you don't have a low magic setting. You simply have a setting in which these issues are hand waved away and lacks internal logic. While that is fine for many DM's, I strongly question the assumption that this is somehow "better" than a logically consistent setting where these issues are taken into account.</p></blockquote><p></p>
[QUOTE="Hussar, post: 2566608, member: 22779"] Actually, that's not true. It's not that the guidelines have failed, its simply that you have deviated radically from the core assumptions of those guidelines. The DMG assumes a particular style of gameplay - the style presented in the DMG. Where a particular creature of a particular CR will be an estimated threat to a given level of party based on the wealth structure assumed by the DMG. If you radically change those assumptions, then you cannot complain that the rules have failed you. If your world deviates radically from the standards presented in the DMG, then any game designer realy does have no clue what your characters need because he has no idea what assumptions you are working from. This is true for many things. A game designer with know knowledge of the Iron Heroes system would have no idea how to create adventures for Iron Heroes. Does that mean that Iron Heroes is a failure? No, of course not. However, it IS a departure from the core assumptions. Now, let's look a little more closely at a "low magic" DnD setting. To create a "low magic" setting, you would need to make, at a minimum, the following changes: 1) Complete rework of item creation feats from the ground up. 2) Complete rework of the item creation rules from the ground up. 3) Complete rework of many core spell casting classes - all permanent duration spells would need to be removed - requirements for becoming those classes would need to be greatly increased - at a minimum. 4) Massive rework of many creatures. Any creature which can be used as a mount, a guard animal, easily summoned, able to create items - would need to be either removed or changed. 5) Classes with supernatural powers such as the monk would need to be removed or reworked. 6) Races with innate magical abilities, such as gnomes, would need to be reworked. That's what I can come up with out of my head in about thirty seconds of thinking on the topic. I'm quite sure there are very many more issues that need to be addressed. If any of the issues on that list are not addressed, then you don't have a low magic setting. You simply have a setting in which these issues are hand waved away and lacks internal logic. While that is fine for many DM's, I strongly question the assumption that this is somehow "better" than a logically consistent setting where these issues are taken into account. [/QUOTE]
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