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*TTRPGs General
"low" magic campaign using D&D rules
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<blockquote data-quote="theemrys" data-source="post: 3513065" data-attributes="member: 25516"><p>I pretty much do a "rare magic" setting when I run my game set in the Kingdoms of Kalamar setting. I like the idea that magic is still powerful... just not common. Pretty much I go with the RAW and just limit the amount of magic accessible. Given the way 3.5 changed things so that DR is by type, having magic weapons is less of an issue. As long as you have a +1 sword, you can get by DR/Magic resistance.. and in some cases your better off with other exotic types. </p><p></p><p>I know they did something similar in the Magic Item Compendium, but I would sometimes put in an "legendary sword" which was only +1 (put a cool history to it and sometimes a PC would rather keep that than a more powerful one).. maybe even make it an inherited weapon or family heirloom. I would have some of the pommel gems missing. Instead of making magic items or finding more powerful items later, the party might come across gems that fit the sword that "boost it". By doing this, you can control the power but still let them "upgrade" but do it in a way that fits the legendary items they have. It's similar to the Items of Legacy concept, but you control it a bit more.</p><p></p><p>I love the rare magic settings because when the PCs do encounter a powerful cleric/sorcerer/wizard they are usually a force to be reconed with.</p></blockquote><p></p>
[QUOTE="theemrys, post: 3513065, member: 25516"] I pretty much do a "rare magic" setting when I run my game set in the Kingdoms of Kalamar setting. I like the idea that magic is still powerful... just not common. Pretty much I go with the RAW and just limit the amount of magic accessible. Given the way 3.5 changed things so that DR is by type, having magic weapons is less of an issue. As long as you have a +1 sword, you can get by DR/Magic resistance.. and in some cases your better off with other exotic types. I know they did something similar in the Magic Item Compendium, but I would sometimes put in an "legendary sword" which was only +1 (put a cool history to it and sometimes a PC would rather keep that than a more powerful one).. maybe even make it an inherited weapon or family heirloom. I would have some of the pommel gems missing. Instead of making magic items or finding more powerful items later, the party might come across gems that fit the sword that "boost it". By doing this, you can control the power but still let them "upgrade" but do it in a way that fits the legendary items they have. It's similar to the Items of Legacy concept, but you control it a bit more. I love the rare magic settings because when the PCs do encounter a powerful cleric/sorcerer/wizard they are usually a force to be reconed with. [/QUOTE]
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