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Low-Magic Campaign Experiment
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<blockquote data-quote="the Jester" data-source="post: 2236224" data-attributes="member: 1210"><p>I'm trying to remain aware of the potential pitfalls of high-level low-magic settings. However, by the time the pcs are high level they will no doubt have uncovered/recovered a little lost lore; hopefully I can use this sort of thing as treasure to help keep the system in balance. </p><p></p><p>As to the spell lists: I winnowed them out with a couple of different criteria in mind, but one of them was 'classic campaign status.' <em>Puncture</em> is a perennial favorite of both mine and my players', so it stayed. That said, you can prolly easily swap out anything that isn't core rules for <em>something</em> in the PH, but one of the ideas I have in mind is that there will be at least a few 'modern' spells or techniques unknown in previous eras. I also put several of the non-core spells in there for flavor reasons more than anything, especially <em>deadly weapon,</em> which adds to the severity of crits (I use a severity chart based on damage). </p><p></p><p>Thanks to everyone for their interest and feedback so far! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="the Jester, post: 2236224, member: 1210"] I'm trying to remain aware of the potential pitfalls of high-level low-magic settings. However, by the time the pcs are high level they will no doubt have uncovered/recovered a little lost lore; hopefully I can use this sort of thing as treasure to help keep the system in balance. As to the spell lists: I winnowed them out with a couple of different criteria in mind, but one of them was 'classic campaign status.' [i]Puncture[/i] is a perennial favorite of both mine and my players', so it stayed. That said, you can prolly easily swap out anything that isn't core rules for [i]something[/i] in the PH, but one of the ideas I have in mind is that there will be at least a few 'modern' spells or techniques unknown in previous eras. I also put several of the non-core spells in there for flavor reasons more than anything, especially [i]deadly weapon,[/i] which adds to the severity of crits (I use a severity chart based on damage). Thanks to everyone for their interest and feedback so far! ;) [/QUOTE]
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