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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="TheCosmicKid" data-source="post: 6999502" data-attributes="member: 6683613"><p>That's why I said it depends on the type of player you're dealing with. If your players are likely to think, "Oh, this is a low-magic setting, so I'll play a wizard and be a god!", then some nerfs may be in order. But if they're more likely to think, "Oh, this is a low-magic setting, so I should lean towards a low-magic character, and if I do decide to roll a mage I should play them as discreet about their abilities", then trust them to do that.</p><p></p><p>That said, it's not as if low-magic muggles cannot provide a challenge for a magically-empowered parties. They may not be prepared for magic, but their swords still hurt. Rather than nerf magic to bring it in line, I'm more inclined to <em>let magic be magic</em> and embrace the asymmetrical nature of the challenges. I just ran a session where the PCs were trapped in a fortress against an overwhelming force that had no awareness of their magical capabilities. The PCs had a lot of fun moments of "Surprise! We can do this!" but still had to be careful because the enemy forces had a smart commander who learned from her mistakes and some surprise capabilities of their own. (So they laugh off a knockout gas ambush with the <em>periapt of proof against poison</em>? What are the odds they also have a <em>periapt of proof against fragmentation grenades</em>?)</p><p></p><p>My <em>other</em> campaign was caster-less until very recently (one of the players just rolled a paladin). Works perfectly fine.</p><p></p><p>I think it's misleading to pretend that a party composition is representative of the greater population, or is supposed to be. Even if you've got a no-magic party of fighter/barbarian/rogue, that doesn't mean 66% of the population are mighty warriors and 33% are criminals. D&D characters are exceptional by definition.</p></blockquote><p></p>
[QUOTE="TheCosmicKid, post: 6999502, member: 6683613"] That's why I said it depends on the type of player you're dealing with. If your players are likely to think, "Oh, this is a low-magic setting, so I'll play a wizard and be a god!", then some nerfs may be in order. But if they're more likely to think, "Oh, this is a low-magic setting, so I should lean towards a low-magic character, and if I do decide to roll a mage I should play them as discreet about their abilities", then trust them to do that. That said, it's not as if low-magic muggles cannot provide a challenge for a magically-empowered parties. They may not be prepared for magic, but their swords still hurt. Rather than nerf magic to bring it in line, I'm more inclined to [I]let magic be magic[/I] and embrace the asymmetrical nature of the challenges. I just ran a session where the PCs were trapped in a fortress against an overwhelming force that had no awareness of their magical capabilities. The PCs had a lot of fun moments of "Surprise! We can do this!" but still had to be careful because the enemy forces had a smart commander who learned from her mistakes and some surprise capabilities of their own. (So they laugh off a knockout gas ambush with the [I]periapt of proof against poison[/I]? What are the odds they also have a [I]periapt of proof against fragmentation grenades[/I]?) My [I]other[/I] campaign was caster-less until very recently (one of the players just rolled a paladin). Works perfectly fine. I think it's misleading to pretend that a party composition is representative of the greater population, or is supposed to be. Even if you've got a no-magic party of fighter/barbarian/rogue, that doesn't mean 66% of the population are mighty warriors and 33% are criminals. D&D characters are exceptional by definition. [/QUOTE]
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I feel like my world is drifting towards low magic, any tips?
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