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How to De-Magic 5e
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<blockquote data-quote="DWChancellor" data-source="post: 7831810" data-attributes="member: 96184"><p>3rd Age Tolkien (like AIME) is all but the canonically "low magic." What little high-magic is left comes from remnants of the 1st Age and the abuses of Morgoth and Sauron. The construction of AIME hews pretty close to this.</p><p></p><p>To call it high magic requires redefining what "high magic" looks like. Magic is powerful, but for PCs it is very subtle and rare. This isn't a 1st Age game! The healer uses plants to heal, the plants might be unusually potent, but this is herbalism not asking Tymora to knit flesh back together instantaneously. You're not growing anyone's arms back or curing deadly poison with a simple touch (it takes at least a long rest). The "wizard" makes his staff glow or can shout really loudly. That's "high magic"?</p><p></p><p>Magic in AIME is in the world and characters can access tiny bits of it by being in harmony with that world (or... shadow points!) A handful of NPCs and character choices give access to what in core D&D would be laughably low level spells (like arcane lock). Low magic for sure. No lightning bolts. No turning into elementals. No fairy spires or planar jaunts.</p><p></p><p>The HP and AC balance of AIME plays into this too with relatively lower stats for everyone. My 7th level bard-equivalent is still a valuable combatant shooting the same 1d8 greatbow he had at second level. Damage and abilities never balloon like in Core D&D and supernatural combatants are rare and terrifying.</p></blockquote><p></p>
[QUOTE="DWChancellor, post: 7831810, member: 96184"] 3rd Age Tolkien (like AIME) is all but the canonically "low magic." What little high-magic is left comes from remnants of the 1st Age and the abuses of Morgoth and Sauron. The construction of AIME hews pretty close to this. To call it high magic requires redefining what "high magic" looks like. Magic is powerful, but for PCs it is very subtle and rare. This isn't a 1st Age game! The healer uses plants to heal, the plants might be unusually potent, but this is herbalism not asking Tymora to knit flesh back together instantaneously. You're not growing anyone's arms back or curing deadly poison with a simple touch (it takes at least a long rest). The "wizard" makes his staff glow or can shout really loudly. That's "high magic"? Magic in AIME is in the world and characters can access tiny bits of it by being in harmony with that world (or... shadow points!) A handful of NPCs and character choices give access to what in core D&D would be laughably low level spells (like arcane lock). Low magic for sure. No lightning bolts. No turning into elementals. No fairy spires or planar jaunts. The HP and AC balance of AIME plays into this too with relatively lower stats for everyone. My 7th level bard-equivalent is still a valuable combatant shooting the same 1d8 greatbow he had at second level. Damage and abilities never balloon like in Core D&D and supernatural combatants are rare and terrifying. [/QUOTE]
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