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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Anybody else getting sick of the pervasive-magic crutch in the game?
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<blockquote data-quote="Inconsequenti-AL" data-source="post: 3208775" data-attributes="member: 6584"><p>It depends what you mean...</p><p></p><p>In terms of number of spells available, I found it getting too much to keep track of, given the large number of splatbooks. Although this is part of a larger 'option overload' of feats, items, etc from all those books.</p><p></p><p>My answer was to cut right down on the number of books allowed for a campaign. The final answer I tended towards is PhB + 1 splatbook per player. A choice few feats, spells and items from various splatbooks tend to get moved into the PhB category.</p><p></p><p></p><p>In terms of magic flying around. I like it. One of the reasons I choose to play DnD instead of less fantastical games... although I like to get a good mix of different styles myself.</p><p></p><p></p><p>/rambling ahead:</p><p></p><p>Starting with the assumption that a lot of magic is basically ways of adding pluses to various character attributes*: </p><p></p><p>One idea I've been bouncing around for a lower magic feel is to move a bunch of items from magic over to higher levels of mastercrafting...</p><p></p><p>For example - +1 > +3 weapons and armour are just really well made. Keep prices the same. Gives craft skills much more meaning? </p><p></p><p>To get better gear than this, you need to put magical enchantments on top of a +3 bonus item. </p><p></p><p>You'd still need magical items to achieve more flashy effects, but there'd be far fewer per character.</p><p></p><p>With a little stretch, I feel it would be possible to treat a lot of the 'everybody has one magic items' into mundane gear. For example - resistance and deflection effects. Highly specialised tailoring techniques? A personalised diet & exercise plan that costs a whole bunch to get taught?</p><p></p><p>The main differences I can see are that certain anti magic effects are not so scary any more. And monster DR's would need some tweaking. Times for crafting would need a big overhaul. Nothing too major though?</p><p></p><p>* - different solution needed if the problem is actually having all these pluses in the first place, no matter where they come from... IMO that's a DnD mechanics problem rather than magic, YMMV.</p></blockquote><p></p>
[QUOTE="Inconsequenti-AL, post: 3208775, member: 6584"] It depends what you mean... In terms of number of spells available, I found it getting too much to keep track of, given the large number of splatbooks. Although this is part of a larger 'option overload' of feats, items, etc from all those books. My answer was to cut right down on the number of books allowed for a campaign. The final answer I tended towards is PhB + 1 splatbook per player. A choice few feats, spells and items from various splatbooks tend to get moved into the PhB category. In terms of magic flying around. I like it. One of the reasons I choose to play DnD instead of less fantastical games... although I like to get a good mix of different styles myself. /rambling ahead: Starting with the assumption that a lot of magic is basically ways of adding pluses to various character attributes*: One idea I've been bouncing around for a lower magic feel is to move a bunch of items from magic over to higher levels of mastercrafting... For example - +1 > +3 weapons and armour are just really well made. Keep prices the same. Gives craft skills much more meaning? To get better gear than this, you need to put magical enchantments on top of a +3 bonus item. You'd still need magical items to achieve more flashy effects, but there'd be far fewer per character. With a little stretch, I feel it would be possible to treat a lot of the 'everybody has one magic items' into mundane gear. For example - resistance and deflection effects. Highly specialised tailoring techniques? A personalised diet & exercise plan that costs a whole bunch to get taught? The main differences I can see are that certain anti magic effects are not so scary any more. And monster DR's would need some tweaking. Times for crafting would need a big overhaul. Nothing too major though? * - different solution needed if the problem is actually having all these pluses in the first place, no matter where they come from... IMO that's a DnD mechanics problem rather than magic, YMMV. [/QUOTE]
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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Anybody else getting sick of the pervasive-magic crutch in the game?
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