How to run a low magic fantasy game?

Mokona said:
As I said above, I'm running an experiment with D20 Modern rules and it's working ok. Unfortunately there aren't great rules for D20 Modern in a fantasy setting because Wizards of the Coast wants/expects you'll use their flagship game.

In essence (not to sound like a broken record) that's what Grim Tales is -- D20 modern reworked for use in low magic and/or low-tech fantastic type settings. It doesn't include a critter book, but does include a darn fine toolkit for making your own. And, of course, you can do as you are now -- taking existing D&D monsters and adapting as needed. If you're using d20 Modern, you could transition to GT and not have to relearn anything, really.
 

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(1) Make a list of "flashy" spells.

(2) Tell the players that every spell cast costs the caster 1 hp per spell level.

(3) The "flashy" spells cost double.

(4) Create some nasty feats for villians where they defer the cost to other beings (such as sacrificing virgins to "store" X hp of cost).

(5) Have fun.


RC
 

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