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General Tabletop Discussion
*TTRPGs General
"low" magic campaign using D&D rules
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<blockquote data-quote="Najo" data-source="post: 3517548" data-attributes="member: 9959"><p>Although I don't want to remove the possiblity of options (though players having to find these choices is intriguing) your advice is keeping game balance in mind and on the right path towards what I am looking for. This is good stuff, and your efforts are really appreciated. <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>With that said, everyone's imput is good and I appreciate those posters who are keeping this thread on subject. To clarify, I am not looking to make changes that require adjusting game mechanics or encounter CR balance. I am not looking to make spellcasters more or less powerful than the non-spellcasters. I am not looking to remove magic items from the PCs, just make the world the opposite of ebberon, while keeping it a fantasy setting. I don't want magic street lamps, but I do want swords of ancient power and even magical technology from a lost age, that must be rediscovered. </p><p></p><p>The main issue that just came up is how to deal with even low level PCs with magic exploiting npcs without magical defenses. This is one of the things D&D has (a magic item arms race), that ruins the mystery of the supernatural and turns the world into a mirror of our own with just magic replacing technology. I prefer magic to be ancient secrets, and powerful rituals with connects to planar mover and shakers and lost spells of ancient occultists, not the alarm systems a king puts into his castle to keep his family safe. May as well put the anti crime sticker and the security company's logo in the window while he is at it.</p></blockquote><p></p>
[QUOTE="Najo, post: 3517548, member: 9959"] Although I don't want to remove the possiblity of options (though players having to find these choices is intriguing) your advice is keeping game balance in mind and on the right path towards what I am looking for. This is good stuff, and your efforts are really appreciated. :) With that said, everyone's imput is good and I appreciate those posters who are keeping this thread on subject. To clarify, I am not looking to make changes that require adjusting game mechanics or encounter CR balance. I am not looking to make spellcasters more or less powerful than the non-spellcasters. I am not looking to remove magic items from the PCs, just make the world the opposite of ebberon, while keeping it a fantasy setting. I don't want magic street lamps, but I do want swords of ancient power and even magical technology from a lost age, that must be rediscovered. The main issue that just came up is how to deal with even low level PCs with magic exploiting npcs without magical defenses. This is one of the things D&D has (a magic item arms race), that ruins the mystery of the supernatural and turns the world into a mirror of our own with just magic replacing technology. I prefer magic to be ancient secrets, and powerful rituals with connects to planar mover and shakers and lost spells of ancient occultists, not the alarm systems a king puts into his castle to keep his family safe. May as well put the anti crime sticker and the security company's logo in the window while he is at it. [/QUOTE]
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