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Gritty Campaigns. How you play one?
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<blockquote data-quote="Tony Vargas" data-source="post: 7455733" data-attributes="member: 996"><p>Agreed. You can't work much grittiness into a campaign by making your highly abstract hps come back more slowly, if the pious guy can still make you boo-boos vanish with an systematically-renewable spell resource (whether it takes him a day or a week to re-charge it doesn't really matter to feel, only to pacing - if you have to complete a mission before dawn, you're not going to take a long rest, anyway even if they're 'only' 8hrs, if you have 6 months to get somewhere, you'll be taking any number of them even if they're a week). </p><p></p><p>In particular, 'gritty healing' that makes healing take even /longer/ than recovering spells, as was the case in the classic game, removes any sense of grit at all, as magic becomes the de-facto exclusive means of healing. </p><p></p><p></p><p></p><p>1. Is pretty horrible, really. You have a gritty world, but with the caster-PC party tromping through it like CoDzilla, even if they just have a Ranger or EK or something, because the enemy just isn't prepared to deal with magic.</p><p></p><p>2. You might have to remove a lot of spells, and you might get a lot of whining from players who would normally play the casters impacted, but it could get you there...</p><p></p><p>3. Better and actually simpler than trimming spell lists extensively. Limiting arcane to Warlocks, divine to Paladins, and nature-magic to Rangers, for instance, will give you a somewhat grittier would, in which the most powerful magic is quite sinister. It would help to tweak the warlock to give that sinister quality some teeth, though.</p><p></p><p>4. What I've been seriously considering the next time I want to run an S&S feel 5e game. Replace or re-design the caster classes with new ones that pay a very high price (insanity, transformation, possession - for the lucky/prudent ones, mere death) for their magic.</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 7455733, member: 996"] Agreed. You can't work much grittiness into a campaign by making your highly abstract hps come back more slowly, if the pious guy can still make you boo-boos vanish with an systematically-renewable spell resource (whether it takes him a day or a week to re-charge it doesn't really matter to feel, only to pacing - if you have to complete a mission before dawn, you're not going to take a long rest, anyway even if they're 'only' 8hrs, if you have 6 months to get somewhere, you'll be taking any number of them even if they're a week). In particular, 'gritty healing' that makes healing take even /longer/ than recovering spells, as was the case in the classic game, removes any sense of grit at all, as magic becomes the de-facto exclusive means of healing. 1. Is pretty horrible, really. You have a gritty world, but with the caster-PC party tromping through it like CoDzilla, even if they just have a Ranger or EK or something, because the enemy just isn't prepared to deal with magic. 2. You might have to remove a lot of spells, and you might get a lot of whining from players who would normally play the casters impacted, but it could get you there... 3. Better and actually simpler than trimming spell lists extensively. Limiting arcane to Warlocks, divine to Paladins, and nature-magic to Rangers, for instance, will give you a somewhat grittier would, in which the most powerful magic is quite sinister. It would help to tweak the warlock to give that sinister quality some teeth, though. 4. What I've been seriously considering the next time I want to run an S&S feel 5e game. Replace or re-design the caster classes with new ones that pay a very high price (insanity, transformation, possession - for the lucky/prudent ones, mere death) for their magic. [/QUOTE]
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