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How much magic do you have in your game?
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<blockquote data-quote="DND_Reborn" data-source="post: 8177383" data-attributes="member: 6987520"><p><em>The peasants and freeman watch in terror as the small band of zombies move slowly towards their tiny village. They cheer when your PC steps forward and unleashes a massive ball of fire into the midst of the zombies! The undead burn and collapse, only a few stragglers managing to lurch forward after slowly gaining their feet. Emboldened, the villagers rush forth with pitchforks and axes, destroying the last remnants. The vile priest curses your interference and flees back into the mountains.</em></p><p></p><p>So, that was quick (not my greatest writing LOL) but you get the idea. How much magic do you have in your game? What level of spells marks the truly "powerful" level of magic? Is a fireball a mundane thing, something many commoners might witness at least once in their lives, or is it truly a thing to behold, something they will tell their grandchildren about years later?</p><p></p><p>I am asking because the commonplace of magic in 5E is something that removes a lot of the element of wonder from the game. <em>Common</em> and <em>uncommon</em> magic items seem like a crazy concept to me. What should <em>ever</em> be "common" about magic? I am sure they don't mean it the same way I am implying, but hopefully you get the idea.</p><p></p><p>Some people want magic-prevalent games, where each city has a tower of magic or ye-ol'-magic-shops. Others want it to be so rare as to make the players cheer. So, in the thoughts of focusing on <em>SPELLS</em>, what level of spells would be considered powerful (however you define that) to the typical person in your game world?</p><p></p><p>You can only pick one spell level, and then assume everything above it is also powerful by default. And please share your thoughts on this and thanks!</p></blockquote><p></p>
[QUOTE="DND_Reborn, post: 8177383, member: 6987520"] [I]The peasants and freeman watch in terror as the small band of zombies move slowly towards their tiny village. They cheer when your PC steps forward and unleashes a massive ball of fire into the midst of the zombies! The undead burn and collapse, only a few stragglers managing to lurch forward after slowly gaining their feet. Emboldened, the villagers rush forth with pitchforks and axes, destroying the last remnants. The vile priest curses your interference and flees back into the mountains.[/I] So, that was quick (not my greatest writing LOL) but you get the idea. How much magic do you have in your game? What level of spells marks the truly "powerful" level of magic? Is a fireball a mundane thing, something many commoners might witness at least once in their lives, or is it truly a thing to behold, something they will tell their grandchildren about years later? I am asking because the commonplace of magic in 5E is something that removes a lot of the element of wonder from the game. [I]Common[/I] and [I]uncommon[/I] magic items seem like a crazy concept to me. What should [I]ever[/I] be "common" about magic? I am sure they don't mean it the same way I am implying, but hopefully you get the idea. Some people want magic-prevalent games, where each city has a tower of magic or ye-ol'-magic-shops. Others want it to be so rare as to make the players cheer. So, in the thoughts of focusing on [I]SPELLS[/I], what level of spells would be considered powerful (however you define that) to the typical person in your game world? You can only pick one spell level, and then assume everything above it is also powerful by default. And please share your thoughts on this and thanks! [/QUOTE]
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