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"low" magic campaign using D&D rules
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<blockquote data-quote="Najo" data-source="post: 3511934" data-attributes="member: 9959"><p>Ok, I need some advice on crafting a "Low" magic campaign with D&D rules as is.</p><p></p><p>Here is my goal:</p><p>* Keep the same D&D magic level (magic items, spells) for players and monsters</p><p>* do not alter the class progression or rules </p><p>* do not make my content weaker or incompatible with official D&D content of the same level</p><p>* make magic items more special and worth hanging onto</p><p>* make magic items and spells special and mysterious again. </p><p>* do not have magic items or spells something that players can walk into a town and buy.</p><p>* do not have commoners with magic items or spells being used as technology or for comfort </p><p></p><p>I am looking to get the feeling of magic being wondrous and special back into standard D&D, where the common folk are uneasy about it and do not understand it, but the movers and shakers (players included) can still do what they normally do in a 3.5 D&D campaign. </p><p></p><p>What should I do to make this happen with the least impact on the D&D rules as they are written?</p><p></p><p>Note, that by <u>low</u> magic I really mean rare (but still powerful).</p></blockquote><p></p>
[QUOTE="Najo, post: 3511934, member: 9959"] Ok, I need some advice on crafting a "Low" magic campaign with D&D rules as is. Here is my goal: * Keep the same D&D magic level (magic items, spells) for players and monsters * do not alter the class progression or rules * do not make my content weaker or incompatible with official D&D content of the same level * make magic items more special and worth hanging onto * make magic items and spells special and mysterious again. * do not have magic items or spells something that players can walk into a town and buy. * do not have commoners with magic items or spells being used as technology or for comfort I am looking to get the feeling of magic being wondrous and special back into standard D&D, where the common folk are uneasy about it and do not understand it, but the movers and shakers (players included) can still do what they normally do in a 3.5 D&D campaign. What should I do to make this happen with the least impact on the D&D rules as they are written? Note, that by [U]low[/U] magic I really mean rare (but still powerful). [/QUOTE]
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