Low level, low magic

Bendris Noulg said:
There's no dislike of magic, but rather a question of "how much?" When there's so much magic that the game becomes less about what the characters can do and more about what their items can do, it changes the tone of game play.

I still don't buy this argument. Most of the items higher-level PCs in D&D carry are of the type that only enhance what the PC already can do, not something that allows him to do completely new things. There are the flying boots maybe, but usually it's just ability boosting items, more potent weapons and armor.

It's never been a question what the equipment can do - the character always defines what can be done, and the items strengthen that concept. I guess someone could construct a character that was a rogue but emulated being a wizard through items. Then it would be more of a case what the items can do, but it wouldn't be very efficient or useful.

I mean, I guess we could start playing intelligent epic weapons with +20 worth of enhancements and get the DM to NPC some 20th Level goombas to cart us around, but that's not really the point either.

Riiiight...

(Although, in all honesty, it doesn't resemble any D&D game I've played in during the past 20 years... Granted, I was in games 23 years ago that "standard" D&D resembles, but most of us were munchkins in 7th Grade anyway, so does that really count?)

And there's no need to call names, no matter what hong said.
 

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Numion said:
I still don't buy this argument. Most of the items higher-level PCs in D&D carry are of the type that only enhance what the PC already can do, not something that allows him to do completely new things. There are the flying boots maybe, but usually it's just ability boosting items, more potent weapons and armor.

It's never been a question what the equipment can do - the character always defines what can be done, and the items strengthen that concept. I guess someone could construct a character that was a rogue but emulated being a wizard through items. Then it would be more of a case what the items can do, but it wouldn't be very efficient or useful.

People have this really bizarre idea that it's the items that change gameplay at high levels. Well, guess what -- take out the items, and gameplay will _still_ change at high levels, unless you rework the rules wholesale.

Take the big three game-breakers: flight, teleportation, and divination. None of these are inherently dependent on items. If you removed winged boots, cloaks of dimension door and crystal balls, you still have these powers in the game; they're just limited to a small subset of classes. Wizards can still fly, teleport and scry just fine, as can clerics (after a fashion); so you would still have to deal with the consequences of such magic. It's only the poor bloody infantry (fighters, rogues and other mundane types) that gets left behind.

The same goes for nearly any other high-level power you care to name. Items _level_ the playing field, they don't define it.

And there's no need to call names, no matter what hong said.

He started it. 1 theory is that a gang of cannibal munchkins gnawed Bendry's knees off in 7th grade, and he's been bitter ever since.

In our high-level campaign, we've mostly _never_ been defined as "that guy with items A, B and C". There is the archer, who naturally has an uber bow; the master of chains, who naturally has an uber spiked chain; the archmage, with lots of uber stuff; and so on. The characters have an identity, which flows through to what they have, rather than the other way round. The one exception might be the ninjaish rogue, who poured all his resources into getting one super ring with powers out the wazoo; but even then, there's still a recognisable archetype underneath the chrome.

I think it's safe to say that as a rule of thumb, if you like high-level games, you're not going to spend a lifetime angsting about how magic items contribute to the gaming experience. The point of such games is the _effects_ that the items provide, rather than the mechanism itself.

It's an idiosyncrasy of D&D that for most character types, their top-end powers tend to be obtained via magic items rather than being "innate" in some form or other. If it was another game, like HERO, the same effects might be obtained via powers that you spend character points on; or in Exalted, via charms (which can be thought of as super-powered feats). But if you're using the effects-based paradigm, then the source of that effect really doesn't matter: if you have a flight power, then you can fly, regardless of whether that power is obtained via a spell, boots of flying, or whatever. You get on with flying around, rather than worrying about how you managed to get up there in the first place.

When the creeping HEROization of D&D is complete, the distinction will become completely moot. Until then, I guess we'll have to put up with people ranting on about how high-level D&D means characters are "defined by their items", no matter how rediculous and assinine this might be.
 

Face it Hong,

In about four more years player will be asking there DM's how many Character Points they need to play build a Half Drow-Dragon Psker-Cleric-Assasian.

- Stepping out of the Shadows-

Evil Eli
 

die_kluge said:
Seems he already has something in mind for when this campaign finishes that will be low-level, low-magic, possibly using Midnight, or something similar.
Actually, Midnight is a perfect example of how low-magic games don't have to be restricted to low levels, as some folks have convinced themselves and actively seek to convince others.
 

Evil Eli said:
Face it Hong,

In about four more years player will be asking there DM's how many Character Points they need to play build a Half Drow-Dragon Psker-Cleric-Assasian.

Actually, Sean "Dr Kromm" Punch used to mention his kickass crossover campaign over on the GURPSnet mailing list, some years back. Basically it included everything in the GURPS rules; and if you know GURPS, you'll know that really means _everything_. Don't knock it if you don't know the context of how to run it.

But if crossover weirdness is not to your taste, ponder the truths in the following.

Q: How many HERO characters does it take to change a light bulb?

A: That's a GM call.
 
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Bendris Noulg said:
Actually, Midnight is a perfect example of how low-magic games don't have to be restricted to low levels, as some folks have convinced themselves and actively seek to convince others.

Exactly. In Midnight, a 12th level character has about the same number of magic items as a 3rd level character in a standard D&D game.

The setting handles low magic VERY well. Then again, as I always say, "Midnight takes the training wheels off for the DM." A lot of potential problems are solved with role-playing restrictions as opposed to rule restrictions. This, I like.

For example:

Using the Midnight system, it is possible for a 1st level character to cast 20 1st level spells in one day. "How is that low magic?!" you ask. Well, if he casts even 1 first level spell, he risks getting the attention of a magic sniffing demon. If he casts 20 spells...well.... it ain't going to be pretty.

Midnight is a rat-bastard DM's wet dream. :D
 
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