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General Tabletop Discussion
*Dungeons & Dragons
I feel like my world is drifting towards low magic, any tips?
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<blockquote data-quote="Kabouter Games" data-source="post: 6996168" data-attributes="member: 6788812"><p>I think it depends on what you're going for. If you're going for that classic, gritty, Robert E Howard feel, magic is incredibly rare. Those who practice it are in positions of power in their societies. They very likely not adventurers. They're the ones summoning a giant snake to kill the hero(s).</p><p></p><p>If I was running such a campaign, I don't know that I'd have spellcasters as PCs at all. If I did, I really like your idea to make them all Warlocks. That limits their options, but makes those options pretty powerful. Maybe open up all spell lists, so that your casters can cast <em>cure wounds</em> or <em>spiritual weapon.</em></p><p></p><p>I'd also make societal barriers for them, on the assumption that casters are very rare and therefore very special in the society in which they move. The folk in the tavern will wonder why a Fellow of the Esoteric Order of the Crimson Seal is sitting there drinking ale with muscled, beetle-browed warriors and lithe, witty rogues.</p><p></p><p>Quickleaf mentioned rituals. That idea intrigues me, too. If you make rituals the basic mechanism by which spells are cast, you make them more rare: Even a <em>cure wounds</em> spell takes ten minutes and all the attention of the caster to accomplish. Of course that severely reduces a caster's combat efficiency, but in a low-magic world, I should think that's simply something the player would have to suck up. I mean, okay, you can't cast <em>ray of frost</em> at will. But you're a Fellow of the Esoteric Order of the Crimson Seal! You were apprenticed to the king's grand vizier! Surely that's worth something, too. Hopefully the Fellow's player will be invested enough in your campaign world to buy in to that concept. </p><p></p><p>I highly recommend steeping yourself in the pulp literature from which the genre emerged. Even the various Conan large-format graphic novels will greatly inform your approach.</p></blockquote><p></p>
[QUOTE="Kabouter Games, post: 6996168, member: 6788812"] I think it depends on what you're going for. If you're going for that classic, gritty, Robert E Howard feel, magic is incredibly rare. Those who practice it are in positions of power in their societies. They very likely not adventurers. They're the ones summoning a giant snake to kill the hero(s). If I was running such a campaign, I don't know that I'd have spellcasters as PCs at all. If I did, I really like your idea to make them all Warlocks. That limits their options, but makes those options pretty powerful. Maybe open up all spell lists, so that your casters can cast [I]cure wounds[/I] or [I]spiritual weapon.[/I] I'd also make societal barriers for them, on the assumption that casters are very rare and therefore very special in the society in which they move. The folk in the tavern will wonder why a Fellow of the Esoteric Order of the Crimson Seal is sitting there drinking ale with muscled, beetle-browed warriors and lithe, witty rogues. Quickleaf mentioned rituals. That idea intrigues me, too. If you make rituals the basic mechanism by which spells are cast, you make them more rare: Even a [I]cure wounds[/I] spell takes ten minutes and all the attention of the caster to accomplish. Of course that severely reduces a caster's combat efficiency, but in a low-magic world, I should think that's simply something the player would have to suck up. I mean, okay, you can't cast [I]ray of frost[/I] at will. But you're a Fellow of the Esoteric Order of the Crimson Seal! You were apprenticed to the king's grand vizier! Surely that's worth something, too. Hopefully the Fellow's player will be invested enough in your campaign world to buy in to that concept. I highly recommend steeping yourself in the pulp literature from which the genre emerged. Even the various Conan large-format graphic novels will greatly inform your approach. [/QUOTE]
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I feel like my world is drifting towards low magic, any tips?
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