DND_Reborn
The High Aldwin
I would and I have. All monk game in 5E, in other editions both all Fighters.
again I suggest the middle earth book for new classesFor a long campaign, it would depend what you'd replaced the casters with - four classes just aren't enough if they're non-casters. But something like an updated Iron Heroes could work.
Well, he's not THAT librarian. But he is a librarian. We went to the UW-SLIS together back in the mid 1990s. Funny thing was I don't think either of us knew the other was a gamer at the time. Then a few years later he pops up with the 3e News site, 3e comes out, Eric retires from message board managing, and ENWorld gets spawned - roughly speaking.I am lost is this a joke or serious answer?
so the founder more or less, why not just say that?Well, he's not THAT librarian. But he is a librarian. We went to the UW-SLIS together back in the mid 1990s. Funny thing was I don't think either of us knew the other was a gamer at the time. Then a few years later he pops up with the 3e News site, 3e comes out, Eric retires from message board managing, and ENWorld gets spawned - roughly speaking.
All of my powertrips are always justified and never weird.Sure, assuming it had to do with the story or setting and wasn't just some weird DM powertrip.
"System everyone already knows" is exactly what I'm going for. And fantasy systems where magic isn't granted at character creation and assumed to be prevalent during character progression are surprisingly hard to find, in my experience.I would grumble that there are better systems to use for not being spellcasters than the system based around almost everyone being at least a little bit of a spellcaster and that adapting 5e is a bit of an absurd approach. Then I would remember that it's easier to just adapt the system people know than to try to get everyone to buy books for some other system.
NoAre paladins okay if their slots only fuel smite?
I find that utterly ridiculous. I’ve been involved in several all martial campaigns and they were a blast. No magic or low magic are my favorite types of D&D.I've played in that campaign. Twice. Both fell apart rather quickly. The character limitations were painful and after the Big Twist revealed that magic was indeed a thing that existed there weren't any ideas left. Never again.
It's the sort of high concept that can work in a novel but not so much a TTRPG, where the players are co-authors and character advancement is a lot more locked in.
Indeed. Which is especially disappointing considering how much fantasy literature is very low magic by comparison.And fantasy systems where magic isn't granted at character creation and assumed to be prevalent during character progression are surprisingly hard to find, in my experience.