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How to run a low magic fantasy game?
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<blockquote data-quote="Mokona" data-source="post: 3406741" data-attributes="member: 24891"><p>I've always used 3rd edition (and now v.3.5) <strong>Dungeons & Dragons</strong> for my low magic games. I like the simplification <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> provided by <strong>D&D</strong> (compared with GURPS <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f615.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":confused:" title="Confused :confused:" data-smilie="5"data-shortname=":confused:" /> and more realistic systems). It takes some work to modify the current <strong>D&D</strong> rules so they're less magic-powerful and I've pushed some of the effort onto my players in terms of their roleplaying. My players do a good job <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f60e.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":cool:" title="Cool :cool:" data-smilie="6"data-shortname=":cool:" /> but I have to watch out for things like DR or certain special abilities on iconic monsters I pull from the <em>Monster Manual</em>(s). <img src="http://www.enworld.org/forum/images/smilies/paranoid.png" class="smilie" loading="lazy" alt=":uhoh:" title="Paranoid :uhoh:" data-shortname=":uhoh:" /> </p><p></p><p>As I said above, I'm running an experiment with <strong>D20 Modern</strong> rules and it's working ok. Unfortunately there aren't great rules for <strong>D20 Modern</strong> in a fantasy setting because <strong>Wizards of the Coast</strong> wants/expects you'll use their flagship game. I put almost as much time figuring out character classes, weapon/armor proficiencies, and skills mapping from modern to fantasy as I was spending converting <strong>D&D</strong> <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f641.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":(" title="Frown :(" data-smilie="3"data-shortname=":(" /> to low magic.</p><p></p><p>What about the <em>Wheel of Time</em> RPG? Has anyone used that for low magic? <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Mokona, post: 3406741, member: 24891"] I've always used 3rd edition (and now v.3.5) [B]Dungeons & Dragons[/B] for my low magic games. I like the simplification :D provided by [B]D&D[/B] (compared with GURPS :confused: and more realistic systems). It takes some work to modify the current [B]D&D[/B] rules so they're less magic-powerful and I've pushed some of the effort onto my players in terms of their roleplaying. My players do a good job :cool: but I have to watch out for things like DR or certain special abilities on iconic monsters I pull from the [I]Monster Manual[/I](s). :uhoh: As I said above, I'm running an experiment with [B]D20 Modern[/B] rules and it's working ok. Unfortunately there aren't great rules for [B]D20 Modern[/B] in a fantasy setting because [B]Wizards of the Coast[/B] wants/expects you'll use their flagship game. I put almost as much time figuring out character classes, weapon/armor proficiencies, and skills mapping from modern to fantasy as I was spending converting [B]D&D[/B] :( to low magic. What about the [I]Wheel of Time[/I] RPG? Has anyone used that for low magic? :) [/QUOTE]
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