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How do I make it really "low-magic"?
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<blockquote data-quote="kengar" data-source="post: 727912" data-attributes="member: 3230"><p>Remember, d20 <> D&D. There are lower magic d20 games out there (ie CoC, d20 Modern, etc.). The thing is, D&D is <em>supposed</em> to be a game of really fantastic magics and powerful heroes. That's its "tone"/"feel". I would point out that what D&D re-creates really isn't supposed to be Tolkien' Middle Earth or Camelot, but a game derived from those fantasy roots. Pendragon or Decipher's LOTR RPG are probably better systems for those specific settings, but that really isn't your point, is it? <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>If you like the basic d20 mechanic, I would recommend looking at some of the other d20 games out there and seeing about using or adapting one of them. I've heard some people talk about d20 Modern with a medieval setting, as well as CoC set in the Dark Ages, etc. </p><p></p><p>I personally am a big fan of The Warhammer RPG, but the mechanics -while usable- are a bit dated. It's a much lower magic, grittier setting than typical D&D. Also, I like CoC a lot (both the BRP & d20 versions). I have learned IME that "tweaking" D&D usually causes problems down the road. For me, I've decided to just play D&D "from the books" or play a different game. </p><p></p><p>On a side note: I <em>have</em> found there a few things you can do to tone down the magic in D&D without actually having to change the rules or make a lot of house rules. Here are a few I'm using in my current campaign:</p><ol> <li data-xf-list-type="ol">Core books only. No splat books, etc. This cuts down on some of the wacky feats & spells & items a bit.</li> <li data-xf-list-type="ol">Limiting Magic Item availability. There are almost no mages or priests willing to just make or sell magic items for GP. The amount of magic items the party comes across is still on par with typical power levels, but they aren't just buying & selling them in the market or getting custom items made every time they're in town.</li> <li data-xf-list-type="ol">High level NPC spellcasters are busy people. They are court wizards and high priestesses. They aren't just going to drop what they are doing to cast spells for a PC because he jingles some gold. They may make the party perform a service for them instead of taking cash. Or even in addition to payment! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></li> <li data-xf-list-type="ol">Materials for item creation. PCs can take the normal item creation feats, but just "throwing" gold at the materials requirement isn't necessarily good enough. They may have to go on a quest for the materials they need in order to make that wondrous item, etc.<br /> <br /> [/list=1]<br /> <br /> Thus endeth the ramble <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></li> </ol></blockquote><p></p>
[QUOTE="kengar, post: 727912, member: 3230"] Remember, d20 <> D&D. There are lower magic d20 games out there (ie CoC, d20 Modern, etc.). The thing is, D&D is [i]supposed[/i] to be a game of really fantastic magics and powerful heroes. That's its "tone"/"feel". I would point out that what D&D re-creates really isn't supposed to be Tolkien' Middle Earth or Camelot, but a game derived from those fantasy roots. Pendragon or Decipher's LOTR RPG are probably better systems for those specific settings, but that really isn't your point, is it? :) If you like the basic d20 mechanic, I would recommend looking at some of the other d20 games out there and seeing about using or adapting one of them. I've heard some people talk about d20 Modern with a medieval setting, as well as CoC set in the Dark Ages, etc. I personally am a big fan of The Warhammer RPG, but the mechanics -while usable- are a bit dated. It's a much lower magic, grittier setting than typical D&D. Also, I like CoC a lot (both the BRP & d20 versions). I have learned IME that "tweaking" D&D usually causes problems down the road. For me, I've decided to just play D&D "from the books" or play a different game. On a side note: I [i]have[/i] found there a few things you can do to tone down the magic in D&D without actually having to change the rules or make a lot of house rules. Here are a few I'm using in my current campaign: [list=1] [*]Core books only. No splat books, etc. This cuts down on some of the wacky feats & spells & items a bit. [*]Limiting Magic Item availability. There are almost no mages or priests willing to just make or sell magic items for GP. The amount of magic items the party comes across is still on par with typical power levels, but they aren't just buying & selling them in the market or getting custom items made every time they're in town. [*]High level NPC spellcasters are busy people. They are court wizards and high priestesses. They aren't just going to drop what they are doing to cast spells for a PC because he jingles some gold. They may make the party perform a service for them instead of taking cash. Or even in addition to payment! :D [*]Materials for item creation. PCs can take the normal item creation feats, but just "throwing" gold at the materials requirement isn't necessarily good enough. They may have to go on a quest for the materials they need in order to make that wondrous item, etc. [/list=1] Thus endeth the ramble :)[/list] [/QUOTE]
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