Psion said:So, you want the standard to be lower? Fine. But don't make out like it's some trivial little change that the precariously balanced game is in error for not being able to handle. It's a big change.
Man, listen to what you are saying. I know you are a really smart guy, just back away from the desk for a second and think about this. All we are talking about is the system being flexible enough to handle a little less magic . I don't know where you are getting the idea that knocking out the continual-light streetlamps is somehow going to make fighters unplayable, or ruin the game.
On the issue of magic item saturation,
I have seen a lot of D&D games in the last few years, partially due to the job of a friend and co-worker of mine, and the amount of magic items seems to routinely be crazily inflated. I think you could lose a few of those items and still have quite powerful characters.
But regardless, there are some heavily flawwed assumptins here in play.
Here are three QUESTIONABLE ASSUMPTIONS which leap to mind:
1) The system is really balanced as is. Do you really think this is true? To use your car anaology far from a perfectly aligned sports car I see 3E D&D as an overloaded truck with one roller skate, one wagon wheel, one racing tyre, and a solid rubber run-flat, just barely staying on the road (yet arguably still a major advance over the earlier square wheeled donkey cart system). EL's and CR's do not seem to be balanced to me at all. From polls I've seen and personal experience few DM's seem to even use the Canon experience point system which is a big part of this whole balance issue. The idea that there is no leeway within this supposedly finely balanced system seems full of holes to me.
2) The only way to make non-magic using classes fun / interesting / or powerful within D&D is by giving them lots of powerful magic items. Again, is this really true? Talk about lazy DM'ing! Can't you imagine being able to tweak the combat system a little bit or even better, couldn't any DM emphasize some other aspects of the game such as stealth and diplomacy to make things more interesting for fighters and rogues? I mean, to me the very nature of the campaign could have a great effect on how relatively powerful the magic users are.
3) Lower magic means VERY LOW MAGIC, including for the party. Again, lower magic doesn't mean there is no magic. Just because you don't have a duffel bag full of magic swords does NOT mean you don't have even one magic blade to kill that werewolf with. Lower Magic CAN mean very low, but it can also mean just a bit lower. The fact is as it currently stands DnD is kind of being forced into a much higher magic saturation than a lot of people like. That doesn't mean 5 or 6 strong magic items per player in a world where their items and personal abilities really stand out is terrible compared to a world where each player has 20 magic items and their skills are commonplace.
BD
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