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General Tabletop Discussion
*Dungeons & Dragons
Considering "taking the 5th" (Edition); questions for those more experienced.
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<blockquote data-quote="Tony Vargas" data-source="post: 6594323" data-attributes="member: 996"><p>While I'm sure the OP knows this from having run low-magic in other editions, I'll just comment that a low-magic game that has few/no items and few/no NPC casters in the world, but has no particular restrictions on PC casters makes PC casters much more powerful, relatively speaking. Both relative to the non-casters in their party (who lack magic items), and relative to the world at large. </p><p></p><p>If you were running a game, say, in Forgotten Realms or another high-magic setting, you can assume that most of the potential enemies/victims the PCs might use magic against are to some extent prepared for magical assaults and tricks. Money-changers won't easily or often be taken in by large sacks of Fool's Gold, sentries will be alert for signs of invisible intruders, important people who have reason to think they're targets will have magical protections, crimes will be investigated using Divinations, and so forth. </p><p>But in a low-magic world, the sentry who sees a door open and close by itself will think it's the wind, or badly-hung door, or simply won't sound the alarm for fear everyone will think he's drunk or crazy; magical attacks will rarely ever be countered; high walls will be counted an adequate defense; and so forth. Casters will be able to get away with almost anything, at least the first time, possibly for quite a while.</p><p></p><p>But that's nothing new or specific to 5e, it should all be familiar to those of us who have run such games in classic D&D (and it's even more pronounced in modern D&D where magic items are an assumed part of leveling, especially 3.x where those items are still very powerful - though both versions of modern D&D did eventually add 'inherent bonuses' to fix the math part of the problem). Just thought I'd mention it.</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 6594323, member: 996"] While I'm sure the OP knows this from having run low-magic in other editions, I'll just comment that a low-magic game that has few/no items and few/no NPC casters in the world, but has no particular restrictions on PC casters makes PC casters much more powerful, relatively speaking. Both relative to the non-casters in their party (who lack magic items), and relative to the world at large. If you were running a game, say, in Forgotten Realms or another high-magic setting, you can assume that most of the potential enemies/victims the PCs might use magic against are to some extent prepared for magical assaults and tricks. Money-changers won't easily or often be taken in by large sacks of Fool's Gold, sentries will be alert for signs of invisible intruders, important people who have reason to think they're targets will have magical protections, crimes will be investigated using Divinations, and so forth. But in a low-magic world, the sentry who sees a door open and close by itself will think it's the wind, or badly-hung door, or simply won't sound the alarm for fear everyone will think he's drunk or crazy; magical attacks will rarely ever be countered; high walls will be counted an adequate defense; and so forth. Casters will be able to get away with almost anything, at least the first time, possibly for quite a while. But that's nothing new or specific to 5e, it should all be familiar to those of us who have run such games in classic D&D (and it's even more pronounced in modern D&D where magic items are an assumed part of leveling, especially 3.x where those items are still very powerful - though both versions of modern D&D did eventually add 'inherent bonuses' to fix the math part of the problem). Just thought I'd mention it. [/QUOTE]
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Considering "taking the 5th" (Edition); questions for those more experienced.
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