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"low" magic campaign using D&D rules
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<blockquote data-quote="Emirikol" data-source="post: 3513521" data-attributes="member: 10638"><p>Ooo, my favorite topic - Low Magic D&D. I just wish this had it's own dept. I'll add my thoughts below <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>FIRST, YOU NEED A HOUSE RULEBOOK. Find a PRINTABLE format that works for you and sprinkle in some googled art.</p><p></p><p></p><p></p><p></p><p>This is kind of a conradiction, but I think I know what you mean. You want the "mystery" of magic back in the world, but you don't want to have to purchase a new ruleset or force a bunch of wierd stuff down your players throats.</p><p></p><p>Unfortunately, I've tried this for years and players will always see certain spells as "statistics" rather than something that gives you a gut feeling. You can make little campaign-based cosmetic modifications that will make players change their attitudes, but for the most part, it's a tough job.</p><p></p><p>For example: fireballs and fire spells in your campaign are <span style="font-size: 15px"><span style="color: DarkGreen">green</span></span> and obviously magical and tend to frighten locals.</p><p></p><p></p><p></p><p></p><p></p><p>Great. I'd just add "organizations" though that have role-playing elements that are required to be "recognized." If you want "fear" in the local populace, then you're talking about organizations that would enhance that sort of feeling. You can't have good, charitable organizations running around if you want populace fear.</p><p></p><p></p><p></p><p>So no EL modifications. Great. No problem. If you don't want to drop DR/magic from monsters, then you're going to have to figure that out <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> I've dropped DR-magic from all monsters except incorporeal ones.</p><p></p><p></p><p></p><p></p><p></p><p>Consider "weapons of legacy" or "levelling items." Again, experienced players just don't get into this sort of thing. It's a huge waste of resources for the DM to come up with complicated stories for items..for which, players will read it once and say "Meh, what's the bonus?"</p><p></p><p>I know it sounds cynical, but that' sbeen my experience time and time again over the last 26 years.</p><p></p><p></p><p></p><p></p><p></p><p>Enforce the "Identify" rules then for magic items and consider NOT handing out generic items (ie. no +1 swords).</p><p></p><p>As for spells, as I mentioned above, you can have simple cosmetic and cultural things that appear in your house rulebook that HAVE CONSEQUENCES.</p><p></p><p></p><p></p><p></p><p>Magic shops are NOT part of core D&D. Have a house rule that only potions of 150gp or less MAY be available in SOME towns and that magic items cannot be bought or sold except to the very wealthy.</p><p></p><p></p><p> </p><p></p><p>That one's easy. Note it in the "Campaign Background" section of your house rulebook. Rather than telling players to read it, make sure you go over it about every 3rd session about things that make the world unique.</p><p></p><p></p><p></p><p></p><p>Good luck!</p><p></p><p>jh</p><p></p><p></p><p>..</p></blockquote><p></p>
[QUOTE="Emirikol, post: 3513521, member: 10638"] Ooo, my favorite topic - Low Magic D&D. I just wish this had it's own dept. I'll add my thoughts below :) FIRST, YOU NEED A HOUSE RULEBOOK. Find a PRINTABLE format that works for you and sprinkle in some googled art. This is kind of a conradiction, but I think I know what you mean. You want the "mystery" of magic back in the world, but you don't want to have to purchase a new ruleset or force a bunch of wierd stuff down your players throats. Unfortunately, I've tried this for years and players will always see certain spells as "statistics" rather than something that gives you a gut feeling. You can make little campaign-based cosmetic modifications that will make players change their attitudes, but for the most part, it's a tough job. For example: fireballs and fire spells in your campaign are [SIZE=4][COLOR=DarkGreen]green[/COLOR][/SIZE] and obviously magical and tend to frighten locals. Great. I'd just add "organizations" though that have role-playing elements that are required to be "recognized." If you want "fear" in the local populace, then you're talking about organizations that would enhance that sort of feeling. You can't have good, charitable organizations running around if you want populace fear. So no EL modifications. Great. No problem. If you don't want to drop DR/magic from monsters, then you're going to have to figure that out :) I've dropped DR-magic from all monsters except incorporeal ones. Consider "weapons of legacy" or "levelling items." Again, experienced players just don't get into this sort of thing. It's a huge waste of resources for the DM to come up with complicated stories for items..for which, players will read it once and say "Meh, what's the bonus?" I know it sounds cynical, but that' sbeen my experience time and time again over the last 26 years. Enforce the "Identify" rules then for magic items and consider NOT handing out generic items (ie. no +1 swords). As for spells, as I mentioned above, you can have simple cosmetic and cultural things that appear in your house rulebook that HAVE CONSEQUENCES. Magic shops are NOT part of core D&D. Have a house rule that only potions of 150gp or less MAY be available in SOME towns and that magic items cannot be bought or sold except to the very wealthy. That one's easy. Note it in the "Campaign Background" section of your house rulebook. Rather than telling players to read it, make sure you go over it about every 3rd session about things that make the world unique. Good luck! jh .. [/QUOTE]
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