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<blockquote data-quote="GreatLemur" data-source="post: 3424869" data-attributes="member: 28553"><p>I don't see what's difficult about running a low- to no-magic-items game, as long as you're not trying to used prewritten adventures and characters. Just keep the PCs' lower power level in mind and don't blindly trust the CR values in the Monster Manual, and either avoid or ignore mechanics that obviously assume a magically kitted-out party. Your party of level magic-free PCs isn't going to get hugely outclassed if you just throw magic-free threats at them.</p><p></p><p>That's a pretty strong statement. I'm guessing you've got a rather high bar for success, if World of Darkness is considered a failure. Furthermore, I think we could call most point-based RPGs either gear-free or gear-light--items in such systems are effectively just a special effect for a character's intrinsic capabilities--so GURPS, Hero System, and Mutants & Masterminds would have to be classed as failures, too. (This would basically make D&D the only successful pen-and-paper RPG in the English-speaking world, right?)</p><p></p><p>Yeah, they've got a crafting system and auction houses on the way. I'll be interested to see how this works out, but I'm not hugely excited about it. I've enjoyed the crafting in World of Warcraft, and a subsystem like that might be really nice in City of Heroes/Villains. At the same time, I really dislike the whole loot-drop-focused nature of WoW. Hell, I don't even like the enhancement system in CoX. It's got all the hassle of a loot mechanic, without being half as interesting. Crafting could end up being cool, but I'm probably not gonna be too excited about grinding for raw materials just to keep up.</p></blockquote><p></p>
[QUOTE="GreatLemur, post: 3424869, member: 28553"] I don't see what's difficult about running a low- to no-magic-items game, as long as you're not trying to used prewritten adventures and characters. Just keep the PCs' lower power level in mind and don't blindly trust the CR values in the Monster Manual, and either avoid or ignore mechanics that obviously assume a magically kitted-out party. Your party of level magic-free PCs isn't going to get hugely outclassed if you just throw magic-free threats at them. That's a pretty strong statement. I'm guessing you've got a rather high bar for success, if World of Darkness is considered a failure. Furthermore, I think we could call most point-based RPGs either gear-free or gear-light--items in such systems are effectively just a special effect for a character's intrinsic capabilities--so GURPS, Hero System, and Mutants & Masterminds would have to be classed as failures, too. (This would basically make D&D the only successful pen-and-paper RPG in the English-speaking world, right?) Yeah, they've got a crafting system and auction houses on the way. I'll be interested to see how this works out, but I'm not hugely excited about it. I've enjoyed the crafting in World of Warcraft, and a subsystem like that might be really nice in City of Heroes/Villains. At the same time, I really dislike the whole loot-drop-focused nature of WoW. Hell, I don't even like the enhancement system in CoX. It's got all the hassle of a loot mechanic, without being half as interesting. Crafting could end up being cool, but I'm probably not gonna be too excited about grinding for raw materials just to keep up. [/QUOTE]
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