good books for a low-magic campaign?

Wulf Ratbane said:
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.

That's fine. I'll dissect your statements, as well.

Your statement:

"The responsibility lies with the players to avoid monsters they can't hurt (not even with action points)."

That followed closely on the heels of a rather dismissive statement about redesigning and retooling monsters. You said that you've never had to alter monsters at all.

My statement:

"I tend to run mid- to high-level games. Simply saying that parties should learn to run away from creatures they can't beat is entirely insufficient in constructing a rules set."

Thus, I am not dealing with a straw man, and I am not simply addressing Grim Tales. I am saying that foisting off the entire responsibility onto players to simply run away when they cannot win is both poor DMing, and bad game design. I've run in campaigns where nothing was changed. If that worked for you, great. I've seen DMs scratch their heads in wonder that a party got creamed by a CR encounter that should have been either a cakewalk, or drain perhaps 20 percent of party resources. It is a REAL problem.

Of course players need to learn to run away once in a while. That's a given in gaming. But offering that as a complete substitution for retooling D&D to fit a low magic game is insufficient and irresponsible. There are plenty of things you just can't run away from, and if you're thrown into the shark pool with a ladder 90 feet away, and sharks that are immune to every weapon you wield and every spell you can cast, and the DM says, "Swim!" then that's silly.

In my opinion, having run low magic games and played in low magic games, d20/D&D 3.5 needs to be redesigned substantially above a certain level of play if you run a low magic game.

However, I also think that this doesn't become too readily apparent to a lot of people who run low magic games, because I've rarely seen a low magic campaign that reached into the levels where this becomes an issue.
 

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molonel said:
In my opinion, having run low magic games and played in low magic games, d20/D&D 3.5 needs to be redesigned substantially above a certain level of play if you run a low magic game.

I think this problem is heavily exxagerated. Scaling the monsters to fit a low-magic campaign is largely a matter of competent DMing. It's never been very hard for me. I also think you are much more confident in the value of the CR system than I am. Dragons have been sited here as one example of incaccurate CR's, but that is just the tip of the iceburg. You have to evaluate the potential threat of an encounter on more than just that one number, and few people rely on it to issue experience points anyway, especially in a low magic campaign.

However, I also think that this doesn't become too readily apparent to a lot of people who run low magic games, because I've rarely seen a low magic campaign that reached into the levels where this becomes an issue.

Here you may have a point, though I'm not sure how relevant. I will concede readily that I haven't encountered many epic level low magic campaigns, most of mine end around 10-15th level at the highest. That may just be a matter of taste, it's also probably a matter of many people feeling like D&D is simply not a fun or balanced game at such high levels (kind of defeats the whole aim of a low magic campaign in many cases) though as you so often say, it is a matter of taste.

Personally, I think high magic games can be fun too, but I see it as more of a junk food experience, more krispy kreme than good local New Orleans food from my neighborhood. I think low magic generally has more potential to be more fun, but it depends what you like. High magic is more like a computer game, more just judgling of resources and accumulating wealth and power. Low magic are the only types of games I 've ever experienced in 25 years of gaming in every edition of D&D and 20 some odd other games all over the world, where you can really get a sense of immersion and drama.

DB
 

Drifter Bob said:
I think this problem is heavily exxagerated. Scaling the monsters to fit a low-magic campaign is largely a matter of competent DMing. It's never been very hard for me. I also think you are much more confident in the value of the CR system than I am. Dragons have been sited here as one example of incaccurate CR's, but that is just the tip of the iceburg. You have to evaluate the potential threat of an encounter on more than just that one number, and few people rely on it to issue experience points anyway, especially in a low magic campaign.

I don't think it's heavily exaggerated, and I think it's possible that many of the tailorings of the rules required for running low magic games are so heavily ingrained in your game design that they run as background processes. That's a compliment, by the way: I'm saying that you might do some things so naturally that you forget they are work.

I understand that evaluating CR is more art than science. I think the elite stat array tends to be overpriced, for example, especially in games that use 32- or even 36-point buy for character stat spread. The SRD recommends a CR bump for size, but if you face a party almost universally equipped with Spring Attack, tumble and reach weapons that becomes a non-issue. Undead are more challenging against a party without a cleric, and some undead are a cakewalk with a cleric. CR is a baseline for a DM to work from, and not a math problem with easy predictable answers.

It is from this knowledge, and the low magic games I've played (both as a player and a DM), which leads me to the conclusion that the problem is not exaggerated. You may disagree, and that's fine. But my opinion does not arise from ignorance, nor a fixation on numbers. You'll notice that the same person who said he never changed monsters is also the person who talked about multiplying the CR of dragons, and considered them to be generally epic-level combat encounters best addressed with artifacts. DR, especially DR -/magic, becomes a more important consideration. So do spell-like and supernatural abilities. So does ability damage, ability drain and energy drain. Incorporeal creatures move from challenging to a TPK in a bottle. SR becomes less of a factor, and thus less valuable in determining a monster's CR. All those things and more need to be considered.

Drifter Bob said:
Personally, I think high magic games can be fun too, but I see it as more of a junk food experience, more krispy kreme than good local New Orleans food from my neighborhood. I think low magic generally has more potential to be more fun, but it depends what you like. High magic is more like a computer game, more just judgling of resources and accumulating wealth and power. Low magic are the only types of games I 've ever experienced in 25 years of gaming in every edition of D&D and 20 some odd other games all over the world, where you can really get a sense of immersion and drama.

Just as some things are more a matter of taste, others are a reflection of experience.

(And before somebody goes off half-cocked saying that I'm accusing low magic folks of inexperience, I'm not: I'm talking about DIFFERENT or DIFFERING experiences.)

When I was running and playing games in Living Greyhawk, for example, which was both low magic and very low treasure, I found that players were much more fixated on juggling resources and keeping track of every single copper piece. I tend to view low magic games as more like a high fiber diet. Maybe sometimes it's useful to cleanse the system, and get people away from certain bad gaming habits. But after a while, I get constipation from chowing down on too much raw fiber. Magic is part of the appeal of fantasy. That is where magic lives. I still take giddy delight in fighting high-magic, high fantasy battles with powerful agents of evil. I've done my time slogging through the mud, and clawing for a +1 dagger with 3 pages of backstory.
 

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GlassJaw said:
I'm currently thinking about putting together a low-magic campaign and I was just wondering what were some good resources to use. [snip]

Anything else that might be good to get ideas from?

I will heartily and happily recommend Ryan Smalley's Valus regional campaign setting (link in .sig). For a preview, you can check out the link in my .sig, and also read his Story Hour "Sins of Our Fathers" at
http://www.enworld.org/forums/showthread.php?t=51797
and
http://www.enworld.org/forums/showthread.php?t=81523
and his Rogues Gallery thread at:
http://www.enworld.org/forums/showthread.php?t=63429

The SH writing should give you a nice idea about what the Valus setting is like, in terms of whether it's sufficiently low magic, gritty, grim, and lethal for you :D
 

At the risk of dabbling in generalities, can you define "hurt worse" and how the giant's abilities are enhanced by a lack of magic on the party's side? Lack of offense (the giant lives longer to deal its damage)? Defense (the giant hits more often)? What magic in particular would make the giant hurt less?

Yes, and yes (although the Defense issue isn't as bad). I wasn't counting the magic, although obviously that would make the giant easier to defeat (just target it's Will save).

This would boost it's equivalent CR. However, some things (such as damage) are going to "scale" faster in a low-magic setting than some other things (eg it's attack bonus). Both would be high for it's CR, but they're not both "unbalanced" by the same amount. As a result, changing it's CR is going to be tricky.

When it comes to damage, the Mas is also very important. Few characters in Modern can do as much damage as a stone giant (and so the system isn't designed to handle that much damage*), and unless I missed something significant I don't think Grim Tales characters are going to be able to dish out more damage than a Modern character, either.

* Well, you could throw RPGs at your players in a Modern campaign, but that's not really fair.

At higher levels, if you're facing a real brute (with no magic), the playtesters of the high-magic-setting monster may have assumed that you would be equipped appropriately with an amulet of health or something else that would boost your hit points. If you're facing a poisonous monster, the save DC of it's poison would likely be too high (low-magic characters don't have cloaks of resistance).

At any rate it seems to me that any enhancement of the giant's prowess simply reinforces the gritty, low-magic feel of the game.

Yes, but I like a bit more structure to CRs, hence I asked if anyone had a low-magic monster book. Simply saying "it's harder" doesn't do much for me.

And note, not everyone feels that "gritty" and low-magic have to be the same thing, although I'm sure they're both a big part of Grim Tales. "Low-magic" doesn't have to mean "harder" - it can simply mean that the character is more important than the sum of his equipment. Just because I'm more comfortable with a harder game doesn't mean my players have to be (just look at all the threads about players who have gone through low-magic and didn't like it).
 

(Psi)SeveredHead said:
Yes, but I like a bit more structure to CRs, hence I asked if anyone had a low-magic monster book.

Dangerous Denizens: the Monsters of Tellene is mostly lower CR monsters. Now whether or not that makes it low magic might be a matter of opinion, since almost every monster in every monster book has som element of magic to it. :)
 

Wulf Ratbane said:
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.
Bard of Dale kills Smaug with his lucky black arrow. Legolas kills a fell beast (not quite a dragon) with a "typical" elf arrow from an elf bow.

I don't recall Beowulf wielding a magic sword, but I could be wrong. (Of course, he dies in the process.)

Sigurd does use a magic sword (that can cut through an anvil) to kill Fafnir.
 


I think that a lot of people have in their heads the idea that low magic = low power.

Not so.

I've been thinking about a campaign where the only magic comes from one-of-a-kind magic items that vary in power and impose their own drawbacks on the user. That "sorcerer" your heroes are fighting might be some lowly commoner who stumbled across the Ring of Zornak, which grants its user immunity to fire and the ability to cause earthquakes, at the cost of being more vulnerable to the cold than a normal man and sacrificing a year of his life with every earthquake that he brings upon the land.

That said, I'm really diggin' the Incantations from Unearthed Arcana, which is a rockin' D&D supplement in its own right. Incantations are one-of-a-kind just like magic items and they create very specific (and sometimes very powerful) effects, but they take longer to cast (often going into the realm of ritual) and carry an element of danger that illustrates quite nicely that magic is not to be trifled with or used lightly.
 

Varianor Abroad said:
Beowulf's sword is not specified in the epic. Some will argue magic, some will argue not. He does fight a dragon too though! :)
Well, he does find a sword of Grendel's-mama-slaying in said mama's lair and use it on her when his regular one breaks. Presumably that one was enchanted.
 

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