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How should i do low Magic: Some ideas
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<blockquote data-quote="Coredump" data-source="post: 519827" data-attributes="member: 6939"><p>Albert, I think you are looking at too drastic a change, and such abig difference may make it hard to run for you.</p><p></p><p>Many of the suggestions here seem to be leading to a world where wizards are talked about, but not really seen, and magic items are as rare as artifacts. Is that really what you are looking for??</p><p></p><p>I think you may be able to get what you want and stay within the rules, just interpret them a bit differently. Get rid of 'magic shops', make ingrediates for item creation hard to find; not expensive mind you--that is too easy--but harder to get ahold of. The dung of an all black cow is not very expensive, but may be a bit harder to find... </p><p>Lowering Mage power isn't really what you need (IMO), you need to control the excess magic items that increase the powerbase of the group. Without a Boccobs book, the wizard is hampared, without bags of holding (and such) the archer needs to carry arrows himself, by making determining item creation ingredients, you can make some items easy to make, and some much harder.</p><p></p><p>Think of this, if you took most of the magic items away from the party, would they still be such a difficulty?</p><p></p><p>Also, a large number of items I have them find, are limited use; even those not 'traditionally' so. Like a ring of invisibility with 23 charges left--sometimes they know it is charged, sometimes not. Thus I can still give them toys and trinkets, and not have to worry about them getting too powerful.</p><p></p><p>.</p></blockquote><p></p>
[QUOTE="Coredump, post: 519827, member: 6939"] Albert, I think you are looking at too drastic a change, and such abig difference may make it hard to run for you. Many of the suggestions here seem to be leading to a world where wizards are talked about, but not really seen, and magic items are as rare as artifacts. Is that really what you are looking for?? I think you may be able to get what you want and stay within the rules, just interpret them a bit differently. Get rid of 'magic shops', make ingrediates for item creation hard to find; not expensive mind you--that is too easy--but harder to get ahold of. The dung of an all black cow is not very expensive, but may be a bit harder to find... Lowering Mage power isn't really what you need (IMO), you need to control the excess magic items that increase the powerbase of the group. Without a Boccobs book, the wizard is hampared, without bags of holding (and such) the archer needs to carry arrows himself, by making determining item creation ingredients, you can make some items easy to make, and some much harder. Think of this, if you took most of the magic items away from the party, would they still be such a difficulty? Also, a large number of items I have them find, are limited use; even those not 'traditionally' so. Like a ring of invisibility with 23 charges left--sometimes they know it is charged, sometimes not. Thus I can still give them toys and trinkets, and not have to worry about them getting too powerful. . [/QUOTE]
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How should i do low Magic: Some ideas
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