How would you classify your game?

Magic in your Game

  • No-Magic

    Votes: 0 0.0%
  • Low Magic

    Votes: 13 11.1%
  • Slightly Lower Magic

    Votes: 28 23.9%
  • Average Magic

    Votes: 39 33.3%
  • Slightly Higher Magic

    Votes: 19 16.2%
  • High Magic

    Votes: 13 11.1%
  • Epic Magic

    Votes: 5 4.3%

As of now, I'd say "average magic", though it's not easily accessible to certain characters. The "magic item trade" in my campaign is run by the Esoteric Consortium--a secret organization of spellcasters and aristocrats who sell magic to good characters to help them in the war against evil...

They don't come aknockin' till around 10th level, though. And they keep close tabs on members to make sure they're not putting things into the "wrong hands".

Spellcasting, monsters, etc...all pretty much D&D "standard". Though there's no out-of-game reason for it, wizards and sorcerers are rare people, though clerics and bards dot the landscape.

The balance of magic in my game may all sway up or down, depending on the "epic plots" that are beginning to arise, however...muhahahaha....

:)
 

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CRGreathouse said:
I'm "slightly low magic".

Look at the votes -- we have a near-perfect bell curve going on here, centered on "average".

1 no magic, and one more slightly higher magic is all we'd need to have it even.
 

Matthew Gagan said:


I think anyone who is playing standard D&D, by the rules, should have voted "high magic," but this wasn't detailed by the poll question.

Actualy if measured against the magic that was placed in the 1st and 2nd edition modules 3rd edition has lower magic. Now I will admit that most of the good DM's reduced that level of magic or did home brew that went to the other extreme.

I personaly prefere the level now considered base line by the current edition. My only problem right now is how to get the party to buy and use expendables instead of permanent items.
 

Right now... the PCs are just crossing 11th and 12th level. Many of the big-wigs of my world's organizations are epic level, and there is powerful magic all around. The characters right now are prolly right in the middle of the power curve -- I think they're where they "should" be for a group of their power. Over all, I think the campaign is a good sliding index of power; the PCs have the power they should, they make smart decisions and only pick battles where they think they can win (against people of similar power), and find ways around the people they know they can't touch yet (the big-bad-epicy-people). But I've always been a sucker for high-fantasy, massive magic campaigns and stories, so that's what I run.. :D
 



My next game will take things into a different route. There will only be a limited supply of masterwork items. All masterwork items are required in order to make something (even wonderous items) enchantable. So, that golden bracelet you got as treasure in that particularly dangerous quest suddenly becomes more valuable to you than 'sell it.' But, about 50% of masterwork items probably were already enchanted by someone, so it won't be too low on actual magic. I just think this works for my group, who likes to sell their treasure, and I don't want to say "nobody can afford it", I can say, "Alright, you can easily find a buyer" and when they go to buy an enchanted item, "remember that brooch you just sold, well, that would have been sufficient for me to make an intellect boosting item, but I can't without one."

Of course, none of that is in context, as it's all in the meta, but that's the general synopsis. As for my normal games, slightly high magic, because I like to make magic items common to match the number of higher level clerics/wizards in my world (about double the DMG recommended numbers, and the same applies to all other PC classes).
 

I usually like playing high magic games because of the fact that I usually play arcane spellcasters. If the magic is low, that means my character has less influence in the game and I usually don't like that, as bad as that sounds.
 

I know my game appears to be low magic to my players right now, but they are only 3rd level and have had terrible luck finding the magical things I've placed in their path. I have alluded to things and beings of great magic, but they have yet to encounter them. Since one of my campaign goals is to stay true to 3rd edition as much as possible, I would have to call my campaign "average magic." In high levels of D&D though, average is epic.
 

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