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Has D&D become too...D&Dish?
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<blockquote data-quote="Hussar" data-source="post: 2946603" data-attributes="member: 22779"><p>Heh, I honestly don't trust my competence level that far and I KNOW I don't have the patience for it. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> I know it can be done. I'm pretty sure it can be done with DnD rules, but, I think it take a lot more work than I want to put into it. </p><p></p><p>JohnSnow, I like what you said. I agree mostly. Although, the benchmarks you put are perhaps off, IMO. I would place it more thusly:</p><p></p><p>Scarcity (1 being rare and 10 being common): 4-6</p><p>Power (1 being weak, and 10 being ultimate): 7-9</p><p>Mystery (1 - magic is technology, 10 = Cthulu): 1-3</p><p></p><p>When you follow the demographics rules, magic gets a WHOLE lot less common. There was a reason I had the king lighting the city. The vast majority of the people couldn't possibly afford 150 gp for a single light. When you take the demographics into account, DnD becomes a lot less magic.</p><p></p><p>I would point to Cauldron from the Shackled City AP. A well laid out city, lots of clerics and whatnot, but, certainly not highly magic-common. Not rare - certainly not, but not terribly common either.</p><p></p><p>One of the ironic things about this is, by RC's definition, I run a pretty low magic campaign. No magic shops, no core casters (not my choice, the player's chose not to have one), about 50-75% wealth and no custom magic items. And, honestly, not a really large difference in how the game plays out. Sure, they need to rest more often, but, that's about it.</p><p></p><p>But, yes, low to high magic is a spectrum. There's no cut off at any given point. It's easier to see the extremes because there's a whole lot in the middle.</p></blockquote><p></p>
[QUOTE="Hussar, post: 2946603, member: 22779"] Heh, I honestly don't trust my competence level that far and I KNOW I don't have the patience for it. ;) I know it can be done. I'm pretty sure it can be done with DnD rules, but, I think it take a lot more work than I want to put into it. JohnSnow, I like what you said. I agree mostly. Although, the benchmarks you put are perhaps off, IMO. I would place it more thusly: Scarcity (1 being rare and 10 being common): 4-6 Power (1 being weak, and 10 being ultimate): 7-9 Mystery (1 - magic is technology, 10 = Cthulu): 1-3 When you follow the demographics rules, magic gets a WHOLE lot less common. There was a reason I had the king lighting the city. The vast majority of the people couldn't possibly afford 150 gp for a single light. When you take the demographics into account, DnD becomes a lot less magic. I would point to Cauldron from the Shackled City AP. A well laid out city, lots of clerics and whatnot, but, certainly not highly magic-common. Not rare - certainly not, but not terribly common either. One of the ironic things about this is, by RC's definition, I run a pretty low magic campaign. No magic shops, no core casters (not my choice, the player's chose not to have one), about 50-75% wealth and no custom magic items. And, honestly, not a really large difference in how the game plays out. Sure, they need to rest more often, but, that's about it. But, yes, low to high magic is a spectrum. There's no cut off at any given point. It's easier to see the extremes because there's a whole lot in the middle. [/QUOTE]
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