kigmatzomat
Legend
big dummy said:Here are three QUESTIONABLE ASSUMPTIONS which leap to mind:
1) The system is really balanced as is.
The system is fairly balanced as it is, yes. It is NOT perfect, some creatures come out high or low on the CR system and a lot of the problem is that "challenge" is itself a subjective term. What challenges my players could make yours into pate or yawn. But I'd say that for the bulk of players for the wide majority of creatures, the CR/EL system is functional.
It is NOT flexible. It is a 3-way axis between character abilities/loot/critter abilities. Too much of any one throws the other out of whack. The CR system somewhat requires this flaw, but the fact is that it would equally impact the old "experience for defeating monster:x" system. It would require a more dynamic XP system that was based on multiple factors that DMs could recalculate.
Take that flaw as an accepted fact and either come up with a better system or sigh and get on with life.
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.
If you allow magic, this is a big factor. Social is great for bards and stealth for rogues but neither does jack for the fighter. Fighters primary enjoyment is in whomping on things. Fighters, without access to magical doodads, simply cannot cope well with opponents who can cast spells unless the spell system is heavily overhauled. Improved Invis and fly are able to pretty much nerf a magic-free fighter.
And hacking the combat system.....Blech. It basically turns into writing a low-magic system.
Look, the only way you can radically alter the amount and magnitude of magical gear is to derive a math function that evaluates the PCs' combat potential based on their equipment and apply it for each and every encounter. Waaaaaay too much work.
3) Lower magic means VERY LOW MAGIC, including for the party. Again, lower magic doesn't mean there is no magic. 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.
The gradation of "low" is just as subjective as "challenge" is. Your "low" magic might be my "just about right" magic or somebody else's "way too much" magic. Without having it explicitly defined is that it can mean all kinds of things. Generally flexibility comes at the cost of complexity, so a system that can handle a dynamic range of magic will require additional DM overhead.
From a play standpoint, the problem with low magic is that supply is very, very finite. It has to be finite or else the setting will quickly cease to be low magic. The players will not be able to commission or plan on acquiring any particular item. Even with a moon-sized hunk of gold, they might not be able to get a party member resurrected. In many ways, it sucks more to know that something is possible but you can't find it than to think something is impossible. This is why many players dislike low-magic settings and people in the Peace Corps become clinically depressed.