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How to un-cheese D&D?
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<blockquote data-quote="Mark CMG" data-source="post: 3488066" data-attributes="member: 10479"><p>Replace all magic items with mundane items. Replace all monsters with animals of a ferocious nature. Remove almost all NPC spellcasters, replacing some NPC Wizards/Sorcerers with NPC scholars, replacing NPC Clerics with lay persons, replacing NPC Druids with NPC Rangers (sans spells/magic), make NPC Paladins very rare, etc. Make almost any kind of magic something almost all NPCs either fear or revere but do not understand.</p><p></p><p>Be sure the backgrounds of any PC spellcasters emphasize how rare they are. During PC creation, utilize gps only as a shorthand for tallying what things the PCs start the game possessing, making sure to give a rationale in their backgrounds for how they came by the items (armor passed down from family or given to use in the service of the town guard, spellbook gifted from mentor who recognized rare talent, kits or tools earned through pre-campaign service to some noble house or other, etc.).</p><p></p><p>The players should be told in advance what changes have been made to the world and that their PCs are beginning the campaign as a cut above the normal people that fill the vast majority of the game world. Let them know, too, that in such a world when the mob has cause to revere such special people, they may request the PC save the town, but when they fear such a person, they are just as apt to pile on them, bind them to a stake, and burn the person alive.</p><p></p><p>Then go back in and sparingly place magic items, monsters, and NPC spellcasters where you feel warranted. Make sure the PCs can prepare for any encounters with creatures, persons, or situations that require special items or talents to overcome.</p><p></p><p>Shouldn't be much in the way of cheese left in such a game.</p></blockquote><p></p>
[QUOTE="Mark CMG, post: 3488066, member: 10479"] Replace all magic items with mundane items. Replace all monsters with animals of a ferocious nature. Remove almost all NPC spellcasters, replacing some NPC Wizards/Sorcerers with NPC scholars, replacing NPC Clerics with lay persons, replacing NPC Druids with NPC Rangers (sans spells/magic), make NPC Paladins very rare, etc. Make almost any kind of magic something almost all NPCs either fear or revere but do not understand. Be sure the backgrounds of any PC spellcasters emphasize how rare they are. During PC creation, utilize gps only as a shorthand for tallying what things the PCs start the game possessing, making sure to give a rationale in their backgrounds for how they came by the items (armor passed down from family or given to use in the service of the town guard, spellbook gifted from mentor who recognized rare talent, kits or tools earned through pre-campaign service to some noble house or other, etc.). The players should be told in advance what changes have been made to the world and that their PCs are beginning the campaign as a cut above the normal people that fill the vast majority of the game world. Let them know, too, that in such a world when the mob has cause to revere such special people, they may request the PC save the town, but when they fear such a person, they are just as apt to pile on them, bind them to a stake, and burn the person alive. Then go back in and sparingly place magic items, monsters, and NPC spellcasters where you feel warranted. Make sure the PCs can prepare for any encounters with creatures, persons, or situations that require special items or talents to overcome. Shouldn't be much in the way of cheese left in such a game. [/QUOTE]
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