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D&D is best when the magic is high, fast and furious!
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<blockquote data-quote="A'koss" data-source="post: 915906" data-attributes="member: 840"><p>We've run high magic campaigns where the world was designed to handle HL magic from the ground up as though societies had actually evolved with it to our latest campaign which has gone entirely in the other direction with low magic and power more closely tied to the character. It's harder to die now, but significantly harder to come back if you do. D&D's philosophy of "easy to die, easy to come back" is great for the occassional gamer, but I think is often detrimental for the long-term campaigners.</p><p></p><p>I can honestly say I can appreciate both styles of play for what they are, and as it's been pointed out, it's the storyline and player involvement that primarily make it work or make it break. Game balance doesn't have to be spot on either if eveyone is having fun. But that said, I'm a huge proponant of better game balance, especially at higher levels as it can break the fun just as easily (if not more).</p><p></p><p>I have to disagree with you slightly Noah that reducing the level of magic in D&D "wouldn't take much work". It takes *a lot* of work, primarily because the game is so dependent on it, especially at high levels. Increasing the level of magic will be easier to a certain breakpoint. And if you're playing in Sea Wasp's campaign I'm sure you introduced a whole new set of "challenges" on both sides of the screen... <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p></p><p> </p><p></p><p>Actually, most of my fondest memories surround events that I thought were a little more meaningful than just "the crit that saved us". Most of them surround characters creating something for the campaign that outlasted the character who built it. Building The Golden Lyric (an Inn/Gaming House) in our Greyhawk campaign for example that took years to achieve and over 1.5 million in gold IIRC. Convincing Lolth not to kill my character for foolishly trying to backstab her (rolled a 1) and gaining her as a kind of patron. Having another character build a transplanar "travel" guild for adventurers complete with an expensive "rescue" service. One of my players tried to build an entire city once, his "dream city", which was laden with magic and quite well designed actually... It's these kinds of events that stick out in my mind and often we can't even remember the characters who originally did them.</p><p></p><p></p><p>Cheers,</p><p></p><p>A'koss.</p></blockquote><p></p>
[QUOTE="A'koss, post: 915906, member: 840"] We've run high magic campaigns where the world was designed to handle HL magic from the ground up as though societies had actually evolved with it to our latest campaign which has gone entirely in the other direction with low magic and power more closely tied to the character. It's harder to die now, but significantly harder to come back if you do. D&D's philosophy of "easy to die, easy to come back" is great for the occassional gamer, but I think is often detrimental for the long-term campaigners. I can honestly say I can appreciate both styles of play for what they are, and as it's been pointed out, it's the storyline and player involvement that primarily make it work or make it break. Game balance doesn't have to be spot on either if eveyone is having fun. But that said, I'm a huge proponant of better game balance, especially at higher levels as it can break the fun just as easily (if not more). I have to disagree with you slightly Noah that reducing the level of magic in D&D "wouldn't take much work". It takes *a lot* of work, primarily because the game is so dependent on it, especially at high levels. Increasing the level of magic will be easier to a certain breakpoint. And if you're playing in Sea Wasp's campaign I'm sure you introduced a whole new set of "challenges" on both sides of the screen... :D Actually, most of my fondest memories surround events that I thought were a little more meaningful than just "the crit that saved us". Most of them surround characters creating something for the campaign that outlasted the character who built it. Building The Golden Lyric (an Inn/Gaming House) in our Greyhawk campaign for example that took years to achieve and over 1.5 million in gold IIRC. Convincing Lolth not to kill my character for foolishly trying to backstab her (rolled a 1) and gaining her as a kind of patron. Having another character build a transplanar "travel" guild for adventurers complete with an expensive "rescue" service. One of my players tried to build an entire city once, his "dream city", which was laden with magic and quite well designed actually... It's these kinds of events that stick out in my mind and often we can't even remember the characters who originally did them. Cheers, A'koss. [/QUOTE]
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