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A campaign without classes that use magic?
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<blockquote data-quote="Laurefindel" data-source="post: 7976000" data-attributes="member: 67296"><p>I think there are plenty of valid reasons to want no-magic or low(er)-magic D&D. D&D is incredibly high magic compared to most settings in popular culture, cinema, and literature. Magic does become an arm race at one point where villain <em>need </em>magic to overcome that of the players. Many spells in D&D create shortcuts, making a task go from very difficult to trivial at the turn of one spell. There is such a thing as magic-spell fatigue.</p><p></p><p>There are other systems offering different rules and enabling different playstyles (most of them are really good nowadays) but "give it up and play something else" comments are both annoying and unhelpful. Suggestions of specific games fitting the genre, however, is usually productive and welcome, especially when explained how that game enhances the play of this of that genre/playstyle. But modifying D&D to fit a different genre or playstyle is not laziness or a futile exercise. It allows players to explore new settings without experimenting with entirely new rules and gameplay. Customization and malleability is one of 5e's best and strongest attribute.</p><p></p><p>Sometimes I want to try different mechanics, sometimes I want to try a different genre of fantasy/sci-fi. One can come with the other, but it doesn't have to. 5e D&D is a powerful engine. You can remove huge chunks of it and reduce the whole PHB to a 25-page document, and still be left with a perfectly playable game. Oftentimes, the best way to modify D&D is not by adding stuff, but by removing parts of it.</p></blockquote><p></p>
[QUOTE="Laurefindel, post: 7976000, member: 67296"] I think there are plenty of valid reasons to want no-magic or low(er)-magic D&D. D&D is incredibly high magic compared to most settings in popular culture, cinema, and literature. Magic does become an arm race at one point where villain [I]need [/I]magic to overcome that of the players. Many spells in D&D create shortcuts, making a task go from very difficult to trivial at the turn of one spell. There is such a thing as magic-spell fatigue. There are other systems offering different rules and enabling different playstyles (most of them are really good nowadays) but "give it up and play something else" comments are both annoying and unhelpful. Suggestions of specific games fitting the genre, however, is usually productive and welcome, especially when explained how that game enhances the play of this of that genre/playstyle. But modifying D&D to fit a different genre or playstyle is not laziness or a futile exercise. It allows players to explore new settings without experimenting with entirely new rules and gameplay. Customization and malleability is one of 5e's best and strongest attribute. Sometimes I want to try different mechanics, sometimes I want to try a different genre of fantasy/sci-fi. One can come with the other, but it doesn't have to. 5e D&D is a powerful engine. You can remove huge chunks of it and reduce the whole PHB to a 25-page document, and still be left with a perfectly playable game. Oftentimes, the best way to modify D&D is not by adding stuff, but by removing parts of it. [/QUOTE]
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A campaign without classes that use magic?
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