molonel said:
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.
Thats possible, it's true that you dont see that many competent DM's out there frankly, but I think dealing with this isn't quite as technical as you seem to feel.
I understand that evaluating CR is more art than science.
Definately, but you have to check out your assumptions...
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.
... for example, low magic does not mean no magic....
But my opinion does not arise from ignorance, nor a fixation on numbers.
I don't assume it does, but you seem to be looking at it a different way than I do
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.
They do, but I don't find this difficult. It's just a matter of thinking about your campaign world, how things are going to work out logically. In a world where +5 Holy Avenger swords and wands of meteor swarms are rare, a dragon or even say, a werewolf or a wraith is going to be a profoundly dangerous creature, with a reputation more likely than not.
In standard D&D, there may be swarms of these critters around ever corner, but in my world, any creature which cannot be harmed by normal weapons is going to create a BIG 'footprint' if you will. Legends of the nature of the fearsome Dragon of the forlorn mountain range will spread far and wide (as they do in good fantasy literature and in mythology) Similarly, the old house haunted by the wraith has a reputation of being a place where heroes have died. Half sane survivors may babble of ghostly evil spirits unharmed by normal weapons. Just the same with the werewolf that stalks the still glades of the dark forest.
So the party doesn't tend to just run into these kind of beings by surprise. They are very powerful and the area where they roam is generally going to be known. When they learn of these things they can take appropriate measures. You may forget that in many cases such simple expedients as silver or holy water, a blessing from a good priest, or something else like fire or acid can harm a Damage Resistant monster.
In other cases, remember, low magic doesn't mean no magic. Just because the party doesn't routinely carry +5 Holy Avengers doesn't mean they cannot find temporary items, less powerful items, or sympathetic powerful spellcasters to help them. The high level wizard can cast magic weapon for the party, or give them a scroll. I had a recent adventure where the party went on a short quest to acquire a quantity of "Gliminister of Sharpness" which conveys +3 magic bonus to weapons for a fixed amount of time.
Generally speaking, you should really know the monsters you use in your campaign, have a sense of what their power is and what their weaknesses are, if any. Remarkable monsters which have extraordinary powers should be treated as just that, extraordinary.
Finally, humans are very devious. A brown bear or a tiger or a polar bear is a mighty dangerous critter in real life and even in D&D, let alone a pack of wolves or a pride of lions. Humans in real life routinely slaughtered such beasts well before the availablity of firearms. It is my experience that if you have enough verisimilitude in your campaign, your players will tap into this ingenuity and craft and will amaze you with their abilities to solve the problems of defeating a monster. I find the heightened level of immersion often inspries my players to "rise above" as black flag used to say.
A dragon in a lair somewhere has the same problem as a castle in medieval warfare... if it is a known entity, ways can and will be invented to defeat it.
I'd also like to add, that my idea of low magic is not "no magic" or even "less magic", I actually have a lot of magic in my campaign, I'll even boost the number of spells available to casters. It's just that higher level spells and more powerful spells are much rarer.
DB