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General Tabletop Discussion
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How 'magical" in your game/setting?
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<blockquote data-quote="Cruentus" data-source="post: 8545123" data-attributes="member: 7034645"><p>I try to create worlds where magic is present, but not experienced by the vast majority of people. There may be wizard advisors serving kings, rumors of great spell weavers to the west or in the deserts, but they're usually just that. Most clergy are normal humans who can perform non magical ceremonies, and where actual clerics and paladins are rare. Likewise, magic is rare, someone who can cast fireball is outright feared and sought after by lords, bandits, etc. as they can wield immense power. </p><p></p><p>Of course, "I try to do this" is the operative word. 5e actively fights me without heavy hacking of the rules and classes. When I present my group with the "low level magic" campaign, they agree, then all create spellcasters or spellcaster multiclasses. +facepalm+ So, I either move away from 5e to something like Adventures in Middle Earth, or OSE or other OSRs that are built specifically for that style. </p><p></p><p>I like magic to be present in the background, weaker at low level, but powerful when someone survives and reaches higher levels. </p><p></p><p>With regard to magic items, and magic being around, there are no magic shops. No potion sellers. You can get healing balms and salves from the healers/herbalists or the clergy, Kings and powerful lords might have continual light spells here are there, but magic items and the like aren't everywhere. Scrolls, potions, and other consumables can be found adventuring, but any magic items of lasting duration will be fairly unique. I'll either use scaling magic items (they have x power at levels 1-3, add or increase power to y at level 4-6, etc.). This would be a family heirloom, tied to background, something they have heard rumored and found or taken, etc. So fairly unique, with a name, and hopefully becomes the character's signature item (and I'll work with the player around these things if they want to). </p><p></p><p>I also use 3rd party rules for upgrading armors and weapons to have non magical bonuses or be able to accept runic charms, or other things to assist martials as well. </p><p></p><p>BUT, I've never been able to actually pull it off. It invariably slips back into "regular DnD" and so then I just go with it, as DM, and hope that "next time", I can run this type of game.</p></blockquote><p></p>
[QUOTE="Cruentus, post: 8545123, member: 7034645"] I try to create worlds where magic is present, but not experienced by the vast majority of people. There may be wizard advisors serving kings, rumors of great spell weavers to the west or in the deserts, but they're usually just that. Most clergy are normal humans who can perform non magical ceremonies, and where actual clerics and paladins are rare. Likewise, magic is rare, someone who can cast fireball is outright feared and sought after by lords, bandits, etc. as they can wield immense power. Of course, "I try to do this" is the operative word. 5e actively fights me without heavy hacking of the rules and classes. When I present my group with the "low level magic" campaign, they agree, then all create spellcasters or spellcaster multiclasses. +facepalm+ So, I either move away from 5e to something like Adventures in Middle Earth, or OSE or other OSRs that are built specifically for that style. I like magic to be present in the background, weaker at low level, but powerful when someone survives and reaches higher levels. With regard to magic items, and magic being around, there are no magic shops. No potion sellers. You can get healing balms and salves from the healers/herbalists or the clergy, Kings and powerful lords might have continual light spells here are there, but magic items and the like aren't everywhere. Scrolls, potions, and other consumables can be found adventuring, but any magic items of lasting duration will be fairly unique. I'll either use scaling magic items (they have x power at levels 1-3, add or increase power to y at level 4-6, etc.). This would be a family heirloom, tied to background, something they have heard rumored and found or taken, etc. So fairly unique, with a name, and hopefully becomes the character's signature item (and I'll work with the player around these things if they want to). I also use 3rd party rules for upgrading armors and weapons to have non magical bonuses or be able to accept runic charms, or other things to assist martials as well. BUT, I've never been able to actually pull it off. It invariably slips back into "regular DnD" and so then I just go with it, as DM, and hope that "next time", I can run this type of game. [/QUOTE]
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