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About the myth or fact (?) of needing magical items
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<blockquote data-quote="Inconsequenti-AL" data-source="post: 2498527" data-attributes="member: 6584"><p>I think higher level DnD was designed/balanced with 'christmas tree' magic in mind. In this context I would consider balanced not to mean some abstract balance of power, but also a balance of fun between characters. I've had a good dose of 'not fun' in a low magic game playing a fighter type. YMMV.</p><p></p><p>I enjoy the 'default' DnD style, but also have fun with low magic games. If I want to play or run one, then I would not want to try this with high level DnD. My answers would be:</p><p></p><p>1) Play a low level DnD game.</p><p>2) Low magic system - Iron Heroes or WFRP most likely.</p><p>3) House rule DnD to suit the desired game.</p><p></p><p>Generally I'd far prefer 2) over 3) - why repeat all the work that someone else has done? 1) sits somewhere in the middle.</p><p></p><p>Still, this is all my opinion - If someone can make a high level/low magic game of core DnD that their group enjoys, then more power to them! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p></p><p></p><p>Casters really get a leg up in low magic/high level games. Less ways to resist their spells and their buffs are even more powerful. Some of them become very problematic to deal with. A Stoneskinned, Flying wizard is near indestructible without some magic.</p><p></p><p>I've recently had experience with this. Our 17th level party had all their gear stripped. The sorceror and cleric were somewhat reduced in power, but could quite conceivably have carried on adventuring much like they used to. The Paladin was pretty much looking like a walking liability, without relying on significant buffing from the cleric. </p><p></p><p>IME, one particular problem with low magic/high level is AC. A fighters ability to hit things rapidly outstrips their ability not to get hit.</p><p></p><p><span style="font-size: 9px">Example:</span></p><p><span style="font-size: 9px">A 20th level fighter with masterwork gear </span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px">Their attack is going to be around: </span></p><p><span style="font-size: 9px">20 + 4 strength + 1 masterwork = ~+25</span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px">Compared to their best AC:</span></p><p><span style="font-size: 9px">10 + 1 Dex + 8 Plate + 1 dodge + 2 shield + 5 expertise + 2 defensive fighting = 29, with a -9 penalty to hit.</span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px">Not really a balanced situation?</span></p></blockquote><p></p>
[QUOTE="Inconsequenti-AL, post: 2498527, member: 6584"] I think higher level DnD was designed/balanced with 'christmas tree' magic in mind. In this context I would consider balanced not to mean some abstract balance of power, but also a balance of fun between characters. I've had a good dose of 'not fun' in a low magic game playing a fighter type. YMMV. I enjoy the 'default' DnD style, but also have fun with low magic games. If I want to play or run one, then I would not want to try this with high level DnD. My answers would be: 1) Play a low level DnD game. 2) Low magic system - Iron Heroes or WFRP most likely. 3) House rule DnD to suit the desired game. Generally I'd far prefer 2) over 3) - why repeat all the work that someone else has done? 1) sits somewhere in the middle. Still, this is all my opinion - If someone can make a high level/low magic game of core DnD that their group enjoys, then more power to them! :D Casters really get a leg up in low magic/high level games. Less ways to resist their spells and their buffs are even more powerful. Some of them become very problematic to deal with. A Stoneskinned, Flying wizard is near indestructible without some magic. I've recently had experience with this. Our 17th level party had all their gear stripped. The sorceror and cleric were somewhat reduced in power, but could quite conceivably have carried on adventuring much like they used to. The Paladin was pretty much looking like a walking liability, without relying on significant buffing from the cleric. IME, one particular problem with low magic/high level is AC. A fighters ability to hit things rapidly outstrips their ability not to get hit. [SIZE=1]Example: A 20th level fighter with masterwork gear Their attack is going to be around: 20 + 4 strength + 1 masterwork = ~+25 Compared to their best AC: 10 + 1 Dex + 8 Plate + 1 dodge + 2 shield + 5 expertise + 2 defensive fighting = 29, with a -9 penalty to hit. Not really a balanced situation?[/SIZE] [/QUOTE]
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