mistergone
First Post
Thanks everyone so far. Some good advice. Some useful. I get a couple things right off:
The first is that for some reason, running a DnD3E low-magic game is apparently hard to do. This seems ridiculous to me. I mean, we've all read LotR, right? How many of them were spellcasters? In the tales of King Arthur, how many there? Why the hell is it that now, in D&D, we can't play a decent game without having a magic item in every "slot" like some kind of magic superhero decked out with every magic item possible? It just seems wrong to me. I would dare even say that, although that may be the way the game is designed, it seems to have gotten "broken" as the kids say, over time, so that now, with each edition that comes out, all these things have become a given. You CANNOT play the game to high character levels and succeed in adventures without having many powerful spells and magic items. Why is that? To me, that's a failing of the system.
Okay, that was a rant, but let's stay on track here. So, I think that I'd rather just cut out or lessen the frequency of magic than make lots of rules modifications. So yeah, players won't be wizards or bards or even clerics most likely. Sorcerers, maybe, but that way I see them is that they are rare (or should be) and in my game they would be more likely to be a player character than a wizard, and also, multiclassed with something else.
Hm, you know, the more I think about it, the more I think that D&D just ain't the right game for the kind of campaign I want to run. That kinda blows. I look over at my shelf of 3E books and feel a little resentful, but hey, no one made me go out and buy them. I want to be able to use them, cause everyone is familiar with the rules to a degree.
Here's a thought, maybe Swashbuckling Adventures is something I should look into for this? Low magic and gunpowder? I mean, that's basically what that setting is all about right? I could just extract the 7th Sea material and add my own game world info... Hm, maybe.
The first is that for some reason, running a DnD3E low-magic game is apparently hard to do. This seems ridiculous to me. I mean, we've all read LotR, right? How many of them were spellcasters? In the tales of King Arthur, how many there? Why the hell is it that now, in D&D, we can't play a decent game without having a magic item in every "slot" like some kind of magic superhero decked out with every magic item possible? It just seems wrong to me. I would dare even say that, although that may be the way the game is designed, it seems to have gotten "broken" as the kids say, over time, so that now, with each edition that comes out, all these things have become a given. You CANNOT play the game to high character levels and succeed in adventures without having many powerful spells and magic items. Why is that? To me, that's a failing of the system.
Okay, that was a rant, but let's stay on track here. So, I think that I'd rather just cut out or lessen the frequency of magic than make lots of rules modifications. So yeah, players won't be wizards or bards or even clerics most likely. Sorcerers, maybe, but that way I see them is that they are rare (or should be) and in my game they would be more likely to be a player character than a wizard, and also, multiclassed with something else.
Hm, you know, the more I think about it, the more I think that D&D just ain't the right game for the kind of campaign I want to run. That kinda blows. I look over at my shelf of 3E books and feel a little resentful, but hey, no one made me go out and buy them. I want to be able to use them, cause everyone is familiar with the rules to a degree.
Here's a thought, maybe Swashbuckling Adventures is something I should look into for this? Low magic and gunpowder? I mean, that's basically what that setting is all about right? I could just extract the 7th Sea material and add my own game world info... Hm, maybe.