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D&D is best when the magic is high, fast and furious!
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<blockquote data-quote="Fenes 2" data-source="post: 915436" data-attributes="member: 6166"><p>I am a DM that restricts magic, especially magic items. My main reason is simple: I hate dealing with tons of magic items and having to compensate for a dozen spells just to run an adventure more complicated than "kick in the door and start slaughtering". </p><p></p><p>I also think people who complain about "struggling for a measly +1 sword" are unable to immerse themselves into the DM's world. IMC no magic sword is "measly", but something to behold and proudly carry. Not many possess magic weapons or armor - in short, that +1 sword is the equal of a +3 keen sword at least in a "standard" campaign.</p><p>The same goes for magic as a whole. If you play in a low magic campaign, then don't expect all the stuff in the DM's handbook to be available or even exist. And if you get a +3 keen warning sundering sword imc, you know it will know few equals.</p><p></p><p>I just don't see the point of taking hours upon hours in preparation time just so that the players can use level 40 PCs when the main goal - a challenging fight for the fate of the country - can be had with a couple 10+ PCs and much less magical toys. I'd rather spend my preparation time on plot and hooks and backgroud, not fine-tuning a dozen high-level enemies as cannon fodder.</p><p></p><p>In the end it all comes down to relative power. I saw that in my shadowrun campaigns. In one campaign the PCs had skills of 8-12 while the average grunt had skills of 5-6. In the next campaign, the PCs had skills of 4-6 while the average grunt had skills of 3-4. The relative power of the PCs is the same.</p><p>In D&D, what matters your vorpal holy avenger if everyone and their brother have similar weapons to challenge you? What matter your epic spells if every opponent has the means to defend himself against them just to be able to fight you?</p><p>IMC, very few opponents have magic weapons. The PCs' weapons, the +1 shocking burst longspear with fate points, the +3 keen warning sundering chinese longsword, the +1 cold burst personal bastard sword, they are all unique, and fitting weapons for a level 14 hero - in a campaign where a level 14 PC is not just a grunt to a host of "ELH-epic level" PCs wielding "ELH-epic weapons", but a mover and shaker.</p></blockquote><p></p>
[QUOTE="Fenes 2, post: 915436, member: 6166"] I am a DM that restricts magic, especially magic items. My main reason is simple: I hate dealing with tons of magic items and having to compensate for a dozen spells just to run an adventure more complicated than "kick in the door and start slaughtering". I also think people who complain about "struggling for a measly +1 sword" are unable to immerse themselves into the DM's world. IMC no magic sword is "measly", but something to behold and proudly carry. Not many possess magic weapons or armor - in short, that +1 sword is the equal of a +3 keen sword at least in a "standard" campaign. The same goes for magic as a whole. If you play in a low magic campaign, then don't expect all the stuff in the DM's handbook to be available or even exist. And if you get a +3 keen warning sundering sword imc, you know it will know few equals. I just don't see the point of taking hours upon hours in preparation time just so that the players can use level 40 PCs when the main goal - a challenging fight for the fate of the country - can be had with a couple 10+ PCs and much less magical toys. I'd rather spend my preparation time on plot and hooks and backgroud, not fine-tuning a dozen high-level enemies as cannon fodder. In the end it all comes down to relative power. I saw that in my shadowrun campaigns. In one campaign the PCs had skills of 8-12 while the average grunt had skills of 5-6. In the next campaign, the PCs had skills of 4-6 while the average grunt had skills of 3-4. The relative power of the PCs is the same. In D&D, what matters your vorpal holy avenger if everyone and their brother have similar weapons to challenge you? What matter your epic spells if every opponent has the means to defend himself against them just to be able to fight you? IMC, very few opponents have magic weapons. The PCs' weapons, the +1 shocking burst longspear with fate points, the +3 keen warning sundering chinese longsword, the +1 cold burst personal bastard sword, they are all unique, and fitting weapons for a level 14 hero - in a campaign where a level 14 PC is not just a grunt to a host of "ELH-epic level" PCs wielding "ELH-epic weapons", but a mover and shaker. [/QUOTE]
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