molonel said:
Simply saying that parties should learn to run away from creatures they can't beat is entirely insufficient in constructing a rules set.
Hmmm... How to dissect this statement.
Let's take your statement at face value for a moment. Given that the party
can't beat the monster they are facing, what ruleset can possibly be sufficient?
Please note that this is independent of low magic, high magic, or any other consideration other than that the PCs are faced with a monster they can't beat. I am curious how any ruleset can "sufficiently" respond to that.
Is the solution, then, to make EVERY monster beatable by ANY party? Is that sufficient?
On the other hand, if your statement is simply a straw-man argument, I can only assume that you either do not own or have not read Grim Tales. My "position" as far as the GT ruleset goes is based on a desire to make as much of the existing d20 library (including monsters) usable as is, as possible; and yes, "sufficient" accomodations in the ruleset were made for this.
Connail said:
Wulf, Considering that we may still want to include the occasional very rare high-magic creature even in a low-magic campaign, how would you deal with that? For example, how would you deal with slaying a dragon, a staple of medieval low-magic fantasy? Would you tune down the dragon's magical abilities, or would you use the dragon as-is from the MM and assume the party will get slaughtered if they try a frontal assault? (Note that the latter is essentially equivalent to saying that that dragon is a higher CR in your low-magic world.)
First things first. Keep in mind that the CRs for dragons are already too low. For the true measure of a dragon's power, multiply the CR by x1.5. This is based on a core design parameter that decided to deliberately under-value the CR of dragons in order to make them more "fearsome."
Even in D&D, if you go by CR alone (matching the party CR to the dragon) a frontal assault is more than 50% likely to end up in TPK.
To the heart of your question, I'd point first at the fact that dragons in staple fantasy are universally deadly creatures on an epic scale.
Nowhere in staple medieval fantasy is the hunting and slaying of dragons a typical "adventuring" pastime: If dragons are so plentiful as to build an entire industry around hunting them, I'd say you've left low-magic behind. This is a phenomenon that really only appears in D&D and similar high-fantasy genres.
I can't think of an example of a successful frontal assault on a dragon in staple medieval fantasy. Of all of the dragon-slayings I can think of, epic or artifact level magic was involved.
So essentially I'd say, if you want to feature a dragon in the game, no changes are necessary, other than to give the PCs the tools they need to slay the dragon (or set them on the path to their retrieval): If there is a dragon, there must be a dragon-bane they can find and use.
Wulf