Does anyone do non-overpowered anymore?

My players pick skills, feats and PrCs for their characters that make sense for them to do, not just because it gives them an advantage.

One player has a wizard that just took a level in the Candle Caster (she prefers "Spellchandler") PrC from Tome and Blood. Not a lot of call for candles that have scroll-like capabilities in combat, but it made sense for the character.

hunter1828
 

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I should also add that the campaign is 3 1/2 years old now, and the highest level character is 14 and two characters are only 10th level.

hunter1828
 

Yep, and add to this the fact that many of us here have played and/or run all three types (low, medium and high-magic campaigns), and the whole "your way of doing things is inferior" tone starts to look pretty silly. It doesn't have anything to do with one's skill as a DM. Creating adventures appropriate to characters' abilities is a challenge for any campaign type.
 
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barsoomcore said:
I freely admit to running a low-magic game mainly because the level of magic in D&D frightens me. Not so much from a tactics and strategy side -- though I have a phenomenal ability to forget NPC's key abilities at times -- but from a world design point of view. Magic changes the rules, IMO, drastically, and to create a world with D&D-standard magic would take some serious thinking.

One should remember though that the D&D rules are mostly aimed for running highly exceptional individuals - namely the group of adventurers, and shouldn't be used to model the lives of every living being in the world. DMG does instruct you to take magic into account when designing a world, yes, but the world doesn't have to be a model taking into account everything. There is no one right way to model the effects magic would have on a world, so your free to make the changes that make the world nice to play in, and disregard the dull or tedious parts.

It's not like anyones vision would be the right one, and someones wrong.

But all games are good proportional to how much fun everybody playing them has.

Indeed.
 

Cbas10 said:
...and IMO, players who feel that a larger amount or a "standard" amount of magic items is a necessity (read: fewer magic items given as rewards is a detraction from the game's enjoyment) are players who are turned on by the big numbers and kewl powurz of the game instead of compelling role-playing and captivating stories.

I wouldn't know that, I've only played with my own group and can't thus make such broad statements. I was just saying that Gothmogs view that higher magic only makes players favor stupid hack'n'slash strategies is a bit one-sided. The other side is that higher magic allows broader range of strategies, and requires higher level of preparedness from the DM.

Gothmog is right in that it does give more power(z) to the PCs.
The complete picture includes also the DM, who also now has more strategies and tactics at his disposal, which makes DMing a little more difficult.

From what I've seen (only from one group though) is that at higher levels it isn't at all like Gothmog said. Hack'n'slash, brute force approaches by PCs are very suicidal. I know this from two compaigns I've DMed to 16+ levels. So I can't say that high magic would favor those tactics.

Gothmogs misconception could be from the fact that he's for example played in a game where the DM gave simple, low-magic, opponents for a high-level / -magic group. Of course in that situation, where brute force carries no penalties, it is indeed used, because it's the simplest solution. In a more complex situation, where the DM knows what he's doing, brute force won't be the preferred choice.

Most commonly, the "level" of magic (whether it is high or low) in a setting helps more to support the plots, themes, and mood of a setting (such as with Forgotten Realms) - instead of merely representing a DM's inability to "handle" the game.

Well, yes, the magic level is tied to the world. Higher or lower magic isn't really a crutch for anything, but rather allows for versimilitude in gaming. Different things for different folks.
 

Numion said:
DMG does instruct you to take magic into account when designing a world, yes, but the world doesn't have to be a model taking into account everything.
Right. What I should have said is that high-magic makes it more difficult for me to construct a world I'm interested in running.

But yes, it's definitely possible to put together a high-magic world that's perfectly fun to play in by just making a few quick strokes and not worrying about all the endless possible implications of each spell. In fact, it's probably more fun. :D
 

I usually run low-level games. My only 3e campaign stopped at 6th level. "High-level" at my table means the tail end of the old Expert spectrum: name level to 14th.

I haven't tried it yet, but I've been working up some notes for a 3.5e game in which the only "core" classes are Adept, Warrior, and the Thug from Traps & Treachery. I call the project "Adepts & Warriors". It's meant to be a rules lighter approach for initiating the newbies.
 

Dogbrain said:
Does anybody do non-overpowered gaming anymore? I'm working on a campaign where the Fighter is a Prestige class. The core classes are all comparable to the Warrior or the Noble in the DMG. There is power to be had in this world, but the PCs don't automatically get a fast-track to the biggest and baddest character classes. Is this so unusual that I might as well pack up and move to the center star of Orion's belt?
Were you expecting a serious answer, or are you just glad to see me?


Hong "spell-like abilities: at will -- detect rhetoric (save DC 20)" Ooi
 
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A'koss said:
I've run middle-of-the-road "powered" campaigns - Greyhawk, above-average powered - Planescape, very high powered -

I'll disagree with that, A'koss. I'd argue that Planescape as written is very high fantasy, not not high powered. That's a major hijack, of course, but I thought I'd mention it. :)
 

Originally posted by Piratecat:
I'll disagree with that, A'koss. I'd argue that Planescape as written is very high fantasy, not not high powered. That's a major hijack, of course, but I thought I'd mention it. :)
I never said Planescape was high powered (that's my Namea campaign), only "above-average". And Planescape is somewhat higher powered than Greyhawk (cool faction abilites and resources).

A'koss.
 

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