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Community
General Tabletop Discussion
*Dungeons & Dragons
I feel like my world is drifting towards low magic, any tips?
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<blockquote data-quote="77IM" data-source="post: 6998653" data-attributes="member: 12377"><p>Weird; illusion seems like one of the magics I'd definitely keep, since that's what "magicians" nowadays practice.</p><p></p><p>I do like the idea of restricting only certain schools of magic. That's not as much of a nerf since the remaining schools are just as powerful as they ever were.</p><p></p><p>You might even implement a soft-nerf, where spells that cause overtly physical effects are still available, but a level or two higher than normal. For combat game-balance they'd need to use the normal level scaling. E.g., <em>magic missile</em> would be available as a 3rd-level spell launching 5 missiles; <em>fireball</em> would be a 5th-level spell dealing 10d6 damage; etc. Non-damaging spells don't necessarily need any compensation for the higher spell level, since often they are unique effects. E.g., you can't really <em>polymorph</em> or <em>teleport</em> or <em>wall of force</em> without magic, so these effects are still somewhat balanced even at higher spell levels.</p><p></p><p>Another, similar soft-nerf is to require overtly physical spells (or "unsubtle spells," if that's what we're restricting) to be available as normal, but they consume two spell slots when cast. This puts some nice pressure on the magic-user: blowing stuff up with magic is more costly than buffs, divination, or other utility magic; but it's an option when things get hairy. You could also try introducing a cost that isn't spell slots, like hit point loss (could get really brutal really fast) or fatigue (per spell? that's rough) or even just costly material components (the relevance of this depends on how much gold you are giving out).</p></blockquote><p></p>
[QUOTE="77IM, post: 6998653, member: 12377"] Weird; illusion seems like one of the magics I'd definitely keep, since that's what "magicians" nowadays practice. I do like the idea of restricting only certain schools of magic. That's not as much of a nerf since the remaining schools are just as powerful as they ever were. You might even implement a soft-nerf, where spells that cause overtly physical effects are still available, but a level or two higher than normal. For combat game-balance they'd need to use the normal level scaling. E.g., [I]magic missile[/I] would be available as a 3rd-level spell launching 5 missiles; [I]fireball[/I] would be a 5th-level spell dealing 10d6 damage; etc. Non-damaging spells don't necessarily need any compensation for the higher spell level, since often they are unique effects. E.g., you can't really [I]polymorph[/I] or [I]teleport[/I] or [I]wall of force[/I] without magic, so these effects are still somewhat balanced even at higher spell levels. Another, similar soft-nerf is to require overtly physical spells (or "unsubtle spells," if that's what we're restricting) to be available as normal, but they consume two spell slots when cast. This puts some nice pressure on the magic-user: blowing stuff up with magic is more costly than buffs, divination, or other utility magic; but it's an option when things get hairy. You could also try introducing a cost that isn't spell slots, like hit point loss (could get really brutal really fast) or fatigue (per spell? that's rough) or even just costly material components (the relevance of this depends on how much gold you are giving out). [/QUOTE]
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I feel like my world is drifting towards low magic, any tips?
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