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How to run a low magic fantasy game?
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<blockquote data-quote="Rodrigo Istalindir" data-source="post: 3401883" data-attributes="member: 2810"><p>Grim Tales by Bad Axe Games, as others have mentioned (and only one 'M' -- there is a Grimm (two 'M's) game that is something else entirely.</p><p></p><p>Use Grim Tales with the Armor as Damage Conversion rule is pretty close to perfect for the low-magic d20 game, IMO. It keeps things kinda deadly, but by converting a lot of the damage to non-lethal, you end up with unconscious players rather than dead players more often than not. It reduces the need for lots of healing magic.</p><p></p><p>And for spellcasting, the beauty and elegance of GT is amazing. Just by tweaking a couple parameters you can run "low power and difficult magic", "low power but common magic", "high power but difficult" and pretty much every other combination you can think of. The only caveat is that the DM really should control spell access -- pick the spells you want to be available in your campaign, and dole them out to the casters as needed. If you try to let them use all the spells in the Compendium, you're (a) not really low-magic, and (b) going to find things that are just horribly abuseable in that context.</p></blockquote><p></p>
[QUOTE="Rodrigo Istalindir, post: 3401883, member: 2810"] Grim Tales by Bad Axe Games, as others have mentioned (and only one 'M' -- there is a Grimm (two 'M's) game that is something else entirely. Use Grim Tales with the Armor as Damage Conversion rule is pretty close to perfect for the low-magic d20 game, IMO. It keeps things kinda deadly, but by converting a lot of the damage to non-lethal, you end up with unconscious players rather than dead players more often than not. It reduces the need for lots of healing magic. And for spellcasting, the beauty and elegance of GT is amazing. Just by tweaking a couple parameters you can run "low power and difficult magic", "low power but common magic", "high power but difficult" and pretty much every other combination you can think of. The only caveat is that the DM really should control spell access -- pick the spells you want to be available in your campaign, and dole them out to the casters as needed. If you try to let them use all the spells in the Compendium, you're (a) not really low-magic, and (b) going to find things that are just horribly abuseable in that context. [/QUOTE]
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