D&D is best when the magic is high, fast and furious!

Ankh-Morpork Guard said:


Hmmm...I LIKE magic items. I think they're a very fun thing to have in the game, just like spellcasters. The problem is, if a Fighter has a +5 Weapon of Ultimate Destruction...and he loses it...or its destroyed...what then? Reliance on items is fine to a point, but when keeping up with everyone else in your party takes into account only your magic items because you can't cast spells, something is wrong.
*shrugs* But...to each his own.


You know that problem could be almost completely eliminated if non-spell casting classes has access to magic item building feats. I dont see why a high level fighter with a extremely high craft(blacksmith) couldnt sacrifice some of his own XP to make an incredible weapon.

The only reason it doesnt work now is because of specific spell requirements for item creation. Make item creation about special ingredients (dragon tooth, fairy dust, adamantite, etc) and problem solved.
 

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Fenes 2 said:


I hate riddles with a passion... unless my PC can solve them with an Int check.

I don't mind some riddles myself, but I abhor those which are actually idiotic, but the DM believes they are wit personified. I'd sooner have no puzzles whatsoever rather that such feeble efforts. Truthfully, most puzzles should allow an Int check (or maybe require them for those folks with the 8 Int fighters).

buzzard
 

I think riddles can be entertaining. As Monte said (I forget if it was in the DMG or elsewhere) you have two planes to provide challenge in the game: challenging the players and challenging the characters. I think that a well handled campaign should do both, and riddles fall in there.

I do think that you should know your players, though, and riddles are not something that you can simply pull off of the shelf. Sometimes it is very hard to communicate to the players the exact meaning of the riddle, and they over-dwell on some nuance of the wording. I usually allow Int checks to corale them back on track.

The trick is, if it is a tough riddle, don't make the players depend on it for success. Rather, reward them (or remove obstacles) if they succeed. Otherwise, you are setting your players up to fail.

Over on the Necromancer Games boards, I took a lot of heat for not liking one of their highly praised modules, What Evil Lurks. The problem with WEL is that is has multiple layered puzzles near the end making it very unlikely that the players will be able to unravel the plot... this is what I call a "plot bottleneck", when there is only one, very narrow path to success.
 

Greetings!

Heh!:). It seems that my friend Dragonblade has started quite discussion here! It's an interesting view into different people's motivations, styles, and perspectives. I actually like "gritty" games, but games that tend to be "High Magic" as opposed to "Low Magic". Then again, as my friend mmadsen discussed, the very definitions of "High Magic" and "Low Magic" really need to be examined, because different people mean different things when they use the terms. Very different, and entirely so. I think that is important.

For starters, lets talk about the "ubiquitousness" of magic in D&D. I imagine that the rules do seem to embrace this notion in a default sort of way. This fact seems to be something that many people dislike--the notion that magic can be bought at magic shops at every street corner, and that everyone has +1 everything, and that characters casually upgrade all of their armor, weapons, and equipment at neat little intervals, climbing up the tree of magic items, going from +1 to +2, +3, and so on, ad infinitum ad nauseum.

I can agree--this dynamic drains much of the mystery out of magic items completely. It also contributes to the game being more video-game like, but then again, D&D has had this problem from the beginning, say back in the late 1970's and early 80's--when video games were far less popular, or available. I can remember players climbing the magic item tree way back then, so the dynamic--and the attitude imposition that it makes on campaigns--has been a long-standing problem.

Anyways, back to the issue at hand. The "Ubiquitousness" of magic. In "High Magic" campaigns, though, magic doesn't have to "ubiquitous" in this manner. In my own campaigns, for example, just because player characters, and the military and knight-orders have access to different magic items, it doesn't mean that such magic items are available to everyone in the general populace. I also don't have "magic shops"--I can't stand them, for the salient reasons mentioned.

I suppose I can use another of my campaigns as an example--specifically the epic-level campaign that Dragonblade plays in. Many of you may recall the thread I had about "Defending a Mountain Fortress" where the players were in charge of a powerful army and given the task of conquering this huge enchanted fortress. The player characters all have characters that are between 30th and 60th level. In addition, the player characters have their own entourages of elite bodyguards and henchmen, often between 15th and 30th level themselves. The group successfully conquered the enchanted fortress, but have encountered a new set of challenges and problems, as follows:

(1) Mallenar has counter-attacked, with several important cities to the north and west either captured or under siege.

(2) The strategic theater itself is seriously threatened--in the Vandor Mountains, a powerful force of evil giants, supported by several groups of very powerful, evil adventurers, and several evil dragons have attacked and shut down the imperial road that leads through the mountains and into the land of Galleran beyond...this has had the effect of restricting Vallorean strategic operations severely. Only small, focused, tactical operations are realistic options. This has had the effect of putting the Valloreans on the "Strategic Defensive"--and have thus eliminated any major strategic offensives. The Valloreans are forced to conserve their forces and resources. This has also in turn resulted in the Galleran forces having a distinctly "freer" hand in launching and maintaining operations throughout the countryside and in areas that are more distant and rural. This has also forced the Valloreans to make difficult choices in what area gets defended, and what doesn't...

(3) The powerful Deathknight, Lord Gareth, has been leading a company of vampires and Deathbringers deep behind Vallorean lines, where he has established several bases of vampire terrorists and cultists, all working to unravel the Vallorean reign.

(4) After escaping from the defeat at the Mountain Fortress, Lord Azurukin has been kept busy by his lord and master, King Mallenar. Lord Azurukin managed to infiltrate the capital of the province of Upper Galleran, and assassinate the Vallorean Lord-General and most of his entourage. Azurukin then organized a ring of spies and assassins throughout the city, before leaving. Azurukin then followed up by quickly leading an army to besiege the great city. The Vallorean defenses are weakened, and suspicious of many of the new soldiers and commanders arriving in the city--the Valloreans cannot be sure of who is loyal, and who is not. Azurukin also dominated an important Galleran commander who was working with the Valloreans, as well as a regiment of Galleran troops--they proceeded to betray several Vallorean companies by ambushing and slaughtering them in a local operation. Though the Valloreans responded decisively, the bonds of trust between Galleran people who claim to be friends have been seriously eroded. Many Vallorean commanders overreacted and were responsible for several atrocities that have since been made public knowledge--with the results that the cults and groups opposing Vallorea have recieved many new recruits...

(5) A strange, magical disease has been sweeping through the areas of the province of Lower Galleran where there are large populations of Harthak immigrants, who have been suffering many dead and sick Harthak from the terrible plague.

(6) The player characters have recieved several new legions, and have some personality conflicts with several of the commanders and officers. In addition, the legions they have recieved have demonstrated a decline in training and morale.

(7) Various organizations in the Vallorean homeland have organized and have begun to publicly question the official policies of the Vallorean Empire in the prosecution of the war, focusing on the commission of atrocities against Galleran civilians; the increasing casualties of Vallorean troops; the seemingly endless demand that the war is making on Vallorean society and Vallorean people; The advent of several Margallen kingdoms supporting the Gallerans by sending mercenaries, arms and equipment.

(8) The player characters have embarked upon an operation deep into Galleran, searching for the Fortress of the Ebon Flame. The player characters are in contact with the high command, though obviously many new concerns are imposing new demands upon them.

In addition to all of this, various members of the company are involved with church politics, as well as personal relationships and dealing with different political factions within the Vallorean court.

I detail this to point out that little of these aspects, missions, relationships, and demands have much relation to what "+10 sword of death" that some player character fighter or paladin has, or whatever Staff of Power that a player character wizard may have. In truth, while the players greatly enjoy having various cool and powerful magic items, the real drive and focus of the campaign and what the players do has very little relation to whatever magic goody that their character may possess.

I say this to make note that "High Magic" can, and should, be every bit as character and plot driven as any "Low Magic" campaign. In a good "High Magic" campaign, the stories are *about* the characters, and their struggles in the world around them--not about their +10 swords of uber destruction.

As I discussed above--these problems are all about character driven things--as well as religion, politics, and philosophy, and the struggle between Good vs Evil--both outside the characters, and within. Every day, in every challenge, the player characters have to think about the broader struggle involved, and their own personal struggles, temptations, and decisions, all of which must be struggled with and dealt with--entirely irrespective of whatever magic items the characters may or may not have. Even the spell selections that are available, while important, fun, and cool--are still secondary to *WHO THE CHARACTERS ARE, AS PEOPLE* and not what items they have, or spells they can cast. If the player characters are tuned in to what is going on, and conscious of how their characters can make a difference, and the best way to actually do that, then whatever items or spells they have aren't going to save them, or win the day.

Do you see what I'm saying? Items and spells are important tools within the game--but the story is all about the people. Indeed, though, items and spells are an essential, and integrated aspect of the game, and it seems that to people who like the wonder of "High Magic" that great games can be had while embracing the spells and items that the game makes possible.

Like Dragonblade said, in quoting me, from a mechanical standpoint, +5 Vorpal Holy Avengers are cool. That's what these items are in the rules for--to be used and enjoyed. "Low Magic" for whatever that means, if it means low-powered magic, infrequently encountered, well, that too, can get quite boring. I have played in Warhammer campaigns for example where we went whole campaigns with nothing more than a few of the weakest kind of magic items. The game was fun, to be sure--but as Dragonblade expressed with his own experiences of "Low Magic" D&D, after awhile, it gets really old--and boring. It gets frustrating playing D&D for example, with characters that never get above 10th level, because the DM doesn't want to put the effort into making a more detailed, challenging game; it gets frustrating reading about all of these cool magic items and spells, when, well, why bother? The DM never uses them or lets you use them in the campaign. For all intents and purposes, you could just as well be playing a game of Harn and never know the difference.

It seems that many people are at heart--closet Harnophiles. Nothing wrong with that, but it is important to realise that D&D, especially at higher levels, is a very different kind of game from Harn--which it seems that many people that like "Low Magic" D&D are closely emulating, consciously or not. Another thing to consider, is that in D&D, especially at higher levels of play, the player characters *need* powerful spells and powerful magic items just to survive! Think of dragons, liches, demons, vampires, and so on--if the player characters never have any magic items that are above +2, or enough of them to go around--and they don't have access to powerful magic spells, then those high level powerful evil villains are going to crush the players and the game will be over. Time to roll up new 1st level characters then! Without such items and spells, it makes it difficult for characters to survive at higher level, if they even get there. Which neatly cycles it back around to playing low-level characters, with little power and few options. I always get the feeling that many people would love it if D&D was a game that only advanced characters to 10th level, before starting a new campaign. Essentially, by default, that seems to be what many people in fact do.

However, in my view, if one is going to play characters above 10th level, then one has to realise that the dangers, and the requirements for characters above 10th level or 20th level are distinctly different from lower levels. One cannot carry over into higher level play the same set of assumptions that one embraced with lower level play. The dynamics are simply radically different.

Semper Fidelis,

SHARK
 

I'm rather disappointed....

I thought roleplaying was supposed to be a game of imagination, and yet not many of you seem to exhibit any.

Who here really cares how Dragonblade runs his campaign? Are you playing in it? Does it affect you?

NO!

So who cares how his campaign is run. I will say that different DM's and different players prefer a variety of settings. That is why we have all been in groups where players have left and joined our tables.

Really in the end all a high magic game is require the DM to use more of the mass on top of his/her shoulders. That does not mean that a low magic campaign does not rewquire imagination as well it just requires a different type.

I think Dragonblades realm sounds cool and if done right with the right players would be equally cool.

So instead of putting down his campaign why not put forward some cool ideas to help.

But silly me I thought that was the point of these message boards, to get support and assistance from other DM's and players.
 

I read Shark's reply and while I know he may have a biased opinion on this he has the right idea of how this should be run.

Thanks Shark!
 


SHARK, as always, an interesting post. Knowing that Dragonblade was one of your players, I didn't expect that he was playing in any kind of juvenile campaign, or one in which magic was boring or mundane.

However, I certainly take exception with the idea expressed here that bigger = better. That a +1 sword against a kobold has to be boring while dual wielding +5 vorpal Holy Avengers against Vampire Lords is not.

There's a certain element of juvenalia in such ideas -- that in order to be "cool" you've got to be a stone-cold bad-ass, because apparently nothing else is cool enough, it's just boring.

Or that fantasy is all about escapism -- I also work 5 days a week, but that doesn't mean I want to indulge in some kind of godsmack on the weekends.

I like my fantasy gaming like I like my fantasy itself. I like George RR Martin. I like JRR Tolkien. I like WHFRP type of settings. I like Bram Stoker's Dracula. I like Lovecraftian fantasy. I like Edgar Rice Burroughs. I like Fritz Leiber. I like Robert E. Howard. None of those are even close to being emulated by D&D.

And I wouldn't necessarily say that my games are low magic or low fantasy -- my common enemies are necromancers and demonologists. I just don't subscribe to the D&Disms as much as some. I don't like the magic system of D&D, I don't like the magic items of D&D -- I find them corny, trite, unimaginative and unlike anything I read in the kinds of books I like.

So my ultimate campaign setting doesn't use a very D&D-like set of rules in terms of magic. I eliminated all the magic-using classes. I'll either use alternate classes (non-spellcasting rangers, for instance, or non-supernatural martial artists) or even d20 Modern classes with a whole different set of occupations. I'll graft the d20 CoC magic system onto that to provide magic, much of it very powerful. I'll set the game in fantastic locales. I'll have summoned demons weaving intricate and deadly plots around the PCs.

I think my style of fantasy is hardly low fantasy. It's hardly Harn. But's it's also hardly high level D&D. High level D&D is almost it's own genre entirely; it doesn't resemble anything else except high elvel D&D.
 

WTF is WHFRP? :)


I like high fantasy, like Fiest, Tolkien, or very much like Fritz Lieber's Lankhmar style.

As long as

1.Its medieval.

2.It's got no gunpowder.

3.It's has wizards, fighters, everything in between, and evil bad guys to destroy.


I'm happy.

I feel the magic will take care of itself depending on which direction the story goes.

Uh oh starting to talk out of my ass again, sorry.
 

Fenes 2 said:


Wouldn't it be much cooler and provide much more options if the players could play gods instead of low-level PCs like a measly Wizard-40? What is the point in having all those cool stats in the Deities&Demigods if the players never can play them? Naw, lets forget gods, lets play overgods! Much more options, less restrictions!

Where do you draw the line? When will your present high-level/high-magic game become boring and "not-cool-anymore", so that you will have to switch to playing gods to get that sense of awe and wonder?

Ah, yes the straw man fallacy. Point out an extreme case of position to better undermine it. As Mr. Burns from Simpsons would say: "Excellent!" :)

Let me turn that argument around. If low-magic gaming is so much more fun than wouldn't no magic be even more fun? Why not just limit everyone to playing cavemen where sharpened sticks and rocks are the only tools available. Surely, as many of you posit this then becomes the purest form of role-playing where you are not a slave to your gear!

"Down with metallurgy! Down with other races! We should all play Caves and Mastadons for the true role-playing experience where your character's skills really matter! Bah, who wants to walk into a "village" and see people wearing "clothes"! That kind of reliance on gear and the mundane nature of civilization is boring to me! D&D should be about people and not about things!" :D

Ok, on a serious note I have noticed some trends beginning to emerge. Not all of you are opposed to high magic, just ubiquitous magic. And some of you are opposed to high magic because of the stereotypical baggage you associate with it, such as munchkinism and monty haulism which I'm opposed to as well.

Lets separate all these things so that we can better get a handle on them. And these are my definitions, mind. So your perspective may be different but perhaps letting you know where I'm coming from my position will make more sense.

Low-magic: Magic is rare and restricted. Even a +1 sword would be highly coveted and anything above +4 is an artifact with maybe only one +5 item in existence. Magic above 4th level should pretty much be non-existant or the internal logic of why the world is such low-magic despite such powerful spells begins to breakdown. Also character progression beyond 10th level should be rare and 20th level should be unheard of. Again without these hard limits the believability of such a low-magic world begins to breakdown. Monster CR's should never exceed 15 and only the most rare and epic of monsters should have any DR at all or again the believability of the world is stretched thin.

Mid-magic: Magic is common enough that people are aware of Wizards and have probably seen one before. Low power magic items are frequently encountered but +4 and above is super rare. Spells up through 7th level can exist without breaking the credibility of the world too much. Levels can go up to 20 but anything above 16 should still be extremely rare. Monster CRs could go up to 20 and DR is more common but should only in rare cases exceed +2.

High-magic: Magic is common enough that almost everyone has seen magic being performed. No level limits exist and the average level of an NPC is 10th. Levels above 20 are still uncommon but not rare. Above 50 is rare. All magic items exist and +5 weapons and above are uncommon but not rare. There is no limit on spells or monster CR.

Note that I have not listed any one as the D&D default. There is a reason for that. D&D assumes that the PC's operate at a level of mid to high magic but that the rest of the world operates at a mid to low magic level. This causes a lot of internal logic problems and is the singular reason that most people end up disliking high magic gaming when in reality the problem is not with high magic but with the default assumptions that D&D makes. This dichotomy is a flaw in the game that was started in 1st Edition and has continued on into 3rd.

A world with monsters above CR 10 and PC's who can cast spells up to 9th level is no longer credible if the average NPC is a first level character.

I will post more on this later, including why this dichotomy leads to "munchkinism" later. I have to go back to work now. :)
 

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