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altering d20/d&d for low magic games
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<blockquote data-quote="GlassJaw" data-source="post: 1694577" data-attributes="member: 22103"><p>I've created a monster!! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f60e.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":cool:" title="Cool :cool:" data-smilie="6"data-shortname=":cool:" /> </p><p></p><p> </p><p></p><p>I checked out your site - very nice. Although I will say that your campaign is almost in a class by itself. I'm not sure I would actually call it a low-magic D&D campaign at all. It's so different that I think it's difficult to compare. You have some great ideas though.</p><p></p><p>Like you said, you have none, zero, nada, spellcasting classes. You aren't really toning down the D&D magic system, you are starting with no magic and adding a very dangerous way to cast individual spells/incantations (the Cthulhu system). I almost consider your campaign to be Cthulhu in a fantasty/swashbuckling setting rather than a low-magic D&D setting.</p><p></p><p>I would like to get into more of a discussion on the mechanics, rules, issues, etc with altering that pesky table on pg. 135 of the DMG (Character Wealth by Level).</p><p></p><p>Let's say you are starting a new campaign with the following concept in mind:</p><p></p><p>I don't want the characters to be completely reliant and defined by the items they carry. While I want magic to exist in the world, I want to make it more rare than a standard setting but I also don't want to completely eliminate certain classes or rewrite the spellcasting system. What are some of the things I can do to acheive this and what will I have to do to compensate for a diminished magic level?</p></blockquote><p></p>
[QUOTE="GlassJaw, post: 1694577, member: 22103"] I've created a monster!! :cool: I checked out your site - very nice. Although I will say that your campaign is almost in a class by itself. I'm not sure I would actually call it a low-magic D&D campaign at all. It's so different that I think it's difficult to compare. You have some great ideas though. Like you said, you have none, zero, nada, spellcasting classes. You aren't really toning down the D&D magic system, you are starting with no magic and adding a very dangerous way to cast individual spells/incantations (the Cthulhu system). I almost consider your campaign to be Cthulhu in a fantasty/swashbuckling setting rather than a low-magic D&D setting. I would like to get into more of a discussion on the mechanics, rules, issues, etc with altering that pesky table on pg. 135 of the DMG (Character Wealth by Level). Let's say you are starting a new campaign with the following concept in mind: I don't want the characters to be completely reliant and defined by the items they carry. While I want magic to exist in the world, I want to make it more rare than a standard setting but I also don't want to completely eliminate certain classes or rewrite the spellcasting system. What are some of the things I can do to acheive this and what will I have to do to compensate for a diminished magic level? [/QUOTE]
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