D&D 5E (2024) How I would do 6E.

Well I was answering the question how I would do it. Each to his own I guess

The 3 low magic 5E campaigns I have played in were the most dissatisfying 5E campaigns I have tried as a player, and they don't rank highly among the other players in the gaming group that did two of them with me. The DM liked them, but pretty much after the second one the players said we were not doing that any more.

Whats your idea of low magic?

Im close to DMG guidelines, vendors sell basic magic weapons and armor (common and uncommon +1 generally) and curated lists of uncommon and rares.

You'll vs able to buy something decent maybe not exactly what you want. Dont treat the DMG as a shopping cart basically.
 

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Remove Bonus Actions.

Roll most "bonus actions" things into Action or Movement.

Like

  • no TWF without Nick.
  • Misty Step is not action but the core 1 slot per turn rule limits it.
  • Summons and Companions require a Command action or spending an attack.
  • Rage costs no action
 

Ideally I'd like 6e to be grittier, less magic, and a lower power level. It's easy to 'add' power through additional rules and supplements, but removing power below the baseline isn't nearly so easy.

Overall I feel the base 5e 'game engine' is pretty solid. It's just what's built on that is what I dislike. Ideally 6e would have more streamlined and easy options for people who don't like mechanics, while also having more build options than 5e for people that want that.

I'd probably have a 'starter set' with 'warrior, mage, and thief' classes. These would be extremely basic but similar in power level to the proper classes. Then the PHB would have ~8 classes with more mechanical depth and choice to play with.
 

Whats your idea of low magic?

Im close to DMG guidelines, vendors sell basic magic weapons and armor (common and uncommon +1 generally) and curated lists of uncommon and rares.

You'll vs able to buy something decent maybe not exactly what you want. Dont treat the DMG as a shopping cart basically.

It is not about buying necessarily, it is about availability. If you can buy magic items and if you have the funds to do so in quantity, I would say that is "high magic", same if you have funds and time to craft in quantity. If magic items are available for purchase or crafting but they are not attainable due to time or money then that would not be high magic.

The DMG has guidelines for normal magic item distribution. For example by level 4 a PC should have received 11 magic items, by 10th level 34 magic items. There are specific quantities at each rarity and half of those are consumables and some of those would have been used by that point.

If you are getting those numbers or close I would call it a "normal" campaign. IF you are getting substantially more (whether finding more or being able to buy more), it would be high magic.

The low magic campaigns I am talking about, the first one I think I found about 4 potions and Boots of Elvenkind by level 7. The other one ended at level 13 and I think I had a few scrolls, a few potions, a wand and a +2 weapon.
 

It is not about buying necessarily, it is about availability. If you can buy magic items and if you have the funds to do so in quantity, I would say that is "high magic", same if you have funds and time to craft in quantity. If magic items are available for purchase or crafting but they are not attainable due to time or money then that would not be high magic.

The DMG has guidelines for normal magic item distribution. For example by level 4 a PC should have received 11 magic items, by 10th level 34 magic items. There are specific quantities at each rarity and half of those are consumables and some of those would have been used by that point.

If you are getting those numbers or close I would call it a "normal" campaign. IF you are getting substantially more (whether finding more or being able to buy more), it would be high magic.

The low magic campaigns I am talking about, the first one I think I found about 4 potions and Boots of Elvenkind by level 7. The other one ended at level 13 and I think I had a few scrolls, a few potions, a wand and a +2 weapon.

Im getting close to those numbers.

I exclude magic item via artificers and reknown system in Faerun books.

1st rare dropped lvl 4, next 3 at 5th were bracers of defense, +1 shocking greataxe, and a keen shortsword.

First very rare will probably drop lvl 6. Might do a second close to ten but it will be off tier 3 numbers.

I don't include consumables but they're not buying healing potions en masses. Not sure how many they have. They aquired 3 last session maybe one before that.
 


It is not about buying necessarily, it is about availability. If you can buy magic items and if you have the funds to do so in quantity, I would say that is "high magic", same if you have funds and time to craft in quantity. If magic items are available for purchase or crafting but they are not attainable due to time or money then that would not be high magic.

The DMG has guidelines for normal magic item distribution. For example by level 4 a PC should have received 11 magic items, by 10th level 34 magic items. There are specific quantities at each rarity and half of those are consumables and some of those would have been used by that point.

If you are getting those numbers or close I would call it a "normal" campaign. IF you are getting substantially more (whether finding more or being able to buy more), it would be high magic.

The low magic campaigns I am talking about, the first one I think I found about 4 potions and Boots of Elvenkind by level 7. The other one ended at level 13 and I think I had a few scrolls, a few potions, a wand and a +2 weapon.
would you still categorize a campaign as 'high magic' if there's a ton of magic but it's all low level stuff? if most NPCs are walking around with the magic initiate feat, if your party is decked out in items but it's all stuff like the hat of vermin, the orb of direction and a wand of pyrotechnics?
 

I don't mind the PC's themselves having magic in lower magic settings, as in some cases they should be the exception to the rule. But magic shouldn't feel completely ubiquitous wherever you go.

I prefer settings where casters are rare and powerful, with every one being notable. In comparison to ones where half the random people in the street have magic initiate or species spells.
 

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