aurance said:A lot of defensive bitterness here today...
Feels like a weekend with the parents.
-A
Without reading the whole thread (I'll try to get to that in a few minutes), I'd have to say that this is completely counter to my experiences with ENWorld, that has quite a few fans of both low level and low magic. Heck, I'm one myself. I think 10th level is really high, and I prefer custom magic systems that work more like the one in Midnight or d20 Call of Cthulhu myself.Dogbrain said:Well, as this place has already concluded, low power is BAAAAAAAAAAAD. Anybody who doesn't run the highest-possible power campaigns must do so because he's an idiot. So, if you're like me and prefer low-power, be prepared for some snidery.
i apologize if i seem defensive, as i have tried to say several times that i like both styles of game, and if it hasnt been said explicitly it has certainly at times seemed implied that "the game becomes what the charecters magic items can do and not what they can do" i took that to mean that they affect play, i apologize if i misunderstood.aurance said:A lot of defensive bitterness here today...
Feels like a weekend with the parents.
-A
PJ Mason said:Thieves World
-Anyone who says Thieves World is the perfect low-magic setting either hasn't read the books lately or wasn't paying attention when they did. They are by far my favorite books and i reread them regularly and they are a perfect example of a setting that can handle all power levels at the same time. There is power-gaming going on in these books that would make most Forgotten Realm players blush. You have at least 15 high-powered wizards, priests, and witches connected to one city, you have at least 4 Divine "Chosen Ones" (TEmpus, Chenaya, Roxanne, and even the lowly neighborhood street thief Hanse, who is the favorite of Ils, banged a goddess and killed a god, gaining temporary limited wish-at will powers in the process). There is at LEAST 6 or 7 instances where the gods walked the streets, battled each other in the sky over Sanctuary, inhabited the bodies of mortals to do the wild thing, created a magic weapon shop out of the blue in street that gave out cursed items to anyone who wanted them (hehe) and plenty other examples. One of its lowly characters, Lalo the painter, gained powers that let him animate anything he drew (including a demonic version of the Vulgar Unicorn that ran off causing mayhem in the streets of Sanctuary).
So was Sanctuary low-powered? Not even close. But it had the right, usually, grim-like attitude with great writing and imagination. Its not about the rules you use or don't use, its the attitude and mindset you and your players chose before the campaign starts. That and great roleplaying (the equiavlent of great writing i guess?).
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Iron_Chef said:You're right that Thieves' World was not low magic but it often felt like it, and allowed for a much easier mix of power levels in the same area than many other settings.
Bendris Noulg said:Yes, they are effects. But they are the effects of the items.
After all, Alladin's lamp wasn't so special because it as an anitique.
Hmmm... I love that movie. But... I don't remember any magic items in it.
I do remember some nifty mystical qualities that the characters gained over the course of years of training and sacrifice.
I didn't see these. How were the character levels and how much gp worth of magical trinkets did they carry around?
Guess he wasn't as feeble at 850 as he was at 900. Consequently, EP1 and EP2 are damn good examples of why someone should write the story when its in their head instead of 25 years later after you've run out of good ideas.
Except, unlike wuxia, part of D&D's definition of power involves cash-and-carry magic items that don't resemble wuxia at all
but Final Fantasy.
No, I don't like being told how to play D&D,
or having it implied (yet again, seems common on these boards) that my preference is attached to inability.
A lot people watch Friends without a moments hesitation as well.
Says you.
Finally reading the posts before replying?
The only thing that could possibly drive me nuts are the number of people that have convinced themselves that any style of play other than their own is wrong
and now futily seek to convince everyone else of the same nonsense.
Historically speaking, I think 10th level _is_ really high. 1E and 2E seem to have the implicit assumption that the bulk of gaming is going to take place at low levels (1st to 9th), and everything from 10th up is a different ball game. IIRC the longest-running campaign I was part of went for about 2-3 years, and we'd only hit 10th level at the end.Joshua Dyal said:Without reading the whole thread (I'll try to get to that in a few minutes), I'd have to say that this is completely counter to my experiences with ENWorld, that has quite a few fans of both low level and low magic. Heck, I'm one myself. I think 10th level is really high, and I prefer custom magic systems that work more like the one in Midnight or d20 Call of Cthulhu myself.