D&D General A campaign without classes that use magic?


log in or register to remove this ad

I think it's a reaction to 1) GoT's popularity, 2) the baseline jack up magic to cosmic proportions, even at low levels.
This edition is fairly low magic compared to AD&D, 2E, 3E, 3.5 and 4E. The only jack up would be granting cantrips to primary spellcasters, but they're tricks and trivialities for the most part - they replace ranged weapons with something more representative of the class.

Running a 5E game with no magic is kind of a waste. The game is built around the presence of magic. If I want to have a low magic experience, I favor other systems - GURPS specifically - for things like a western game, spy game, or scifi game.
 

This edition is fairly low magic compared to AD&D, 2E, 3E, 3.5 and 4E. The only jack up would be granting cantrips to primary spellcasters, but they're tricks and trivialities for the most part - they replace ranged weapons with something more representative of the class.

Running a 5E game with no magic is kind of a waste. The game is built around the presence of magic. If I want to have a low magic experience, I favor other systems - GURPS specifically - for things like a western game, spy game, or scifi game.
4e and 5e are pretty...wide magic, as Keith Baker likes to describe Eberron.

There are a lot of classes with magic somewhere in there, but few are capable of world shattering stuff, and even then a lot of the epic stuff isn’t that epic.
 

WHY does everyone on this board hate magic so much?! I swear there are threads about how to diminish or remove magic from the game at least twice a month...

However, if you're determined to do it, are you open to third-party classes and subclasses? Maybe we could recommend some that will help give your players more than the limited no-magic options in the PHB.

Oh, also, do you count psionics as magic, or are you up for having those in your game?
Well, I can only speak for myself, but there are a few reasons (some mentioned by others as well):
  • I dislike the insane amount of magic and spell-like features granted to non-casting classes.
  • Having magic be very rare makes it feel more "magical" when you do encounter it.
  • Magic (especially too much) makes D&D feel more like a super-hero game IME and that is not something I want personally. I know others like it, but not me.
  • It removes an arms-race aspect from the game.
  • A lot of popular media focuses on a grittier more "realistic" fantasy style. I mean, honestly, look at LotR and Gandalf, the vast majority of fights he is swinging his sword or knocking someone with his staff--not casting spells unless it is something BIG.

Personally, I love the direction @atanakar is taking and would enjoy such a game myself.

-----

As for peoples' comments about "just play this or that", not everyone has a lot of other games or wants to invest the time or money (if there is any cost) into learning a new system. There are TONS of games out there, but I would rather spend my time playing than reviewing or researching for one that fits.
 

I'm going with Barbarian, Fighter, Ranger and Rogue. No official sub-classes. Instead I used class abilities from the various sub-classes, of the same class, to create a single Path. My campaign will be level 1-6.

Fighter
Level 1 : Fighting Style, Second Wind
Level 2 : Action Surge
Level 3 : Unwavering Mark
Level 4 : Fighting Spirit
Level 5 : Extra Attack

Ranger
Level 1 : Favoured Enemy, Natural Explorer
Level 2 : Fighting Style Archery
Level 3 : Hunter’s Prey
Level 4 : Skirmisher
Level 5 : Extra Attack

Rogue
Level 1 : Expertise, Sneak Attack
Level 2 : Cunning Action
Level 3 : Assassinate
Level 4 : Uncanny Dodge
Level 5 : Extra Attack

Barbarian
Level 1 : Rage, Unarmored Defence
Level 2 : Reckless Attack
Level 3 : Danger Sense
Level 4 : Fast movement
Level 5 : Extra Attack
Is there nothing for Level 6?
 



Is your intent for really powerful "magical" foes, normally only attempted at higher levels in 5E, to be overcome through other means or just non-existant?

Rare super powerful magical foes but with an Achilles heel. Think Supernatural (tv series). If the PCs do their research (and get the MacGuffin) they should be able to defeat it with the right strategy. Just walk-in a trying to beat it down will result in TPK. This will be explained at session zero.
 

I dislike the insane amount of magic and spell-like features granted to non-casting classes.

This I blame on the ability in 5E to go level 1-20 with little or no magic items, while being able to beat just about anything in the game, because the classes themselves were buffed a lot to make up for not needing items.

If the characters are made much less magical, while the bad guys are not, then an increase in magic items, and either an increase in number of attunements or elimination of attunement, would need to be made also.
 

Rare super powerful magical foes but with an Achilles heel. Think Supernatural (tv series). If the PCs do their research (and get the MacGuffin) they should be able to defeat it with the right strategy. Just walk-in a trying to beat it down will result in TPK. This will be explained at session zero.
I figured that was probably the route you were going. Or something to turn the enemy's power against them like the Medusa.

This I blame on the ability in 5E to go level 1-20 with little or no magic items, while being able to beat just about anything in the game, because the classes themselves were buffed a lot to make up for not needing items.

If the characters are made much less magical, while the bad guys are not, then an increase in magic items, and either an increase in number of attunements or elimination of attunement, would need to be made also.
Good points. Like I said, I know a lot of players like the high-magic feel in 5E, but the class buffs are just too much IMO. I am slowly trying to convince my group to try the 1E/2E hybrid I played for years. ;)
 

Remove ads

Top