Storminator
First Post
willpax said:I realize that there are many variables outside the system as it is written on paper that affect the issue of high/low magic flavor, but I would be intersted in an assessment of the tendencies of the system beyond simple damage numbers.
If D&D 3e as written tends to high magic (an assumption for sake of discussion), then how does the AU system compare? How many changes would be needed to run this system in a low magic homebrew?
(I'm struggling to create my own system, and am always looking for someone else to have done the work for me).
Our experience as playtesters was, if you try to run AU like a regular D&D game, you get your :bleep: handed to you on a platter. Our spell casters were tossing out heightened and laden spells like mad, to get all those cool effects and big blasts, and at the end of the fight, there's no healing. Healing is harder to come by (Battle Healing is a 2nd level spell, and not as good as CLW) so you're down to one fight a day.
Every time we tried to stretch things out we got a TPK.
A lot of AU classes get magic (witches, mageblade, runethane, greenbond, magister) and a lot of classes have magic-like abilities (akashic, champion, oathsworn, some totem warriors). So if you want a real low magic game, there's a lot you have to pull out.
But if you want some magic in your game, you could make classes like witches and runethanes your magic classes, and that would work really well. I'm contemplating some ideas like this for a game of my own, but they aren't real developed yet.
PS