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"low" magic campaign using D&D rules
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<blockquote data-quote="Imp" data-source="post: 3512116" data-attributes="member: 40094"><p>The easiest thing you can do is regard well the suggested demographics in the DMG, hock a great big loogie, and spit upon it. Then fix it so most everyone in the world is low-level, with level 8 about tops for what you're likely to encounter. Same with monsters, cap the CR something relatively low except in extraordinary circumstances. Base 3e is not that high magic at low levels.</p><p></p><p>I'm not sure you need to do that much more than this. It sounds like you want to run a usual-magic game in a low-magic atmosphere. In this case, just keep in mind that the PCs are really special. The absence of magic shops, a cornucopia of spells, routine supernatural monsters, ho-hum +1 swords follows from this.</p><p></p><p>(though you might want to rule that +1 weapons are not "magical" but made from special material or something - this can help with flavor.)</p><p></p><p>Here is something else I do in my homebrew to make magic less routine. Arcane magic is harmful to the caster if used routinely for spans of over a week or two or so – not enough to account for over an adventure, but enough so you don't have people casting spells for a living. A health hazard, basically. Divine magic, being given by the mercy of the gods, is liable to desert clerics completely for years. It's not generally reliable. Again, I assume that during an adventure, the cleric-god connection is on, and I do not use it to screw with PCs outside of downtime. But for NPCs, it comes and goes.</p></blockquote><p></p>
[QUOTE="Imp, post: 3512116, member: 40094"] The easiest thing you can do is regard well the suggested demographics in the DMG, hock a great big loogie, and spit upon it. Then fix it so most everyone in the world is low-level, with level 8 about tops for what you're likely to encounter. Same with monsters, cap the CR something relatively low except in extraordinary circumstances. Base 3e is not that high magic at low levels. I'm not sure you need to do that much more than this. It sounds like you want to run a usual-magic game in a low-magic atmosphere. In this case, just keep in mind that the PCs are really special. The absence of magic shops, a cornucopia of spells, routine supernatural monsters, ho-hum +1 swords follows from this. (though you might want to rule that +1 weapons are not "magical" but made from special material or something - this can help with flavor.) Here is something else I do in my homebrew to make magic less routine. Arcane magic is harmful to the caster if used routinely for spans of over a week or two or so – not enough to account for over an adventure, but enough so you don't have people casting spells for a living. A health hazard, basically. Divine magic, being given by the mercy of the gods, is liable to desert clerics completely for years. It's not generally reliable. Again, I assume that during an adventure, the cleric-god connection is on, and I do not use it to screw with PCs outside of downtime. But for NPCs, it comes and goes. [/QUOTE]
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