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Low Magic in D&D - How'd it work out for you?
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<blockquote data-quote="Kheti sa-Menik" data-source="post: 3922732" data-attributes="member: 22721"><p>I'm running a low magic game in the world of Magnamund (from the LW gamebooks and Mongoose Lone Wolf RPG) with D&D 3.5, here's what I did:</p><p></p><p>1. Magic is uncommon but not so uncommon that peasants run in mortal terror at seeing a light spell, but they may give that person depending on whether their experience with magic or rumours/stories they've heard paint it in a favorable light or a bad light.</p><p></p><p>2. Magic items are almost nonexistant. Scrolls are available though not sold widely outside huge cities. Potions I've tipped more towards an alchemical nature. Brew Potion is now Alchemy and has prereqs like Know Nature so many ranks. Potions don't detect as magic because they are just mixtures and they also have an "expiration date, " that is, you may find five potions in a cache of a bad guy's belongings but they could be a year old and their potency gone. </p><p>Making potions isn't something you do while adventuring, it requires downtime and a lab.</p><p>Wands, Rods, Staves, Wondrous Items, magic weapons and armors cannot be made; the world has lost the knowledge to forge these magical items but can be recovered. They are very rare.</p><p> I like the odd wondrous items. No stat boosters, PCs have to stand on their own stats.</p><p>The players are 5th-6th level, I think only one of them has a magic item, and it's a curious item from Complete Adventurer. </p><p>The former PC of one of the players had a ring that prevented death effects but no one knew what it was. </p><p>Magic items are mysterious and rare.</p><p></p><p>3. Most of the uber broken spells are removed from the game and high level spells are difficult to learn.</p><p></p><p>4. Most of the highly magic PrCs are gone.</p><p></p><p></p><p>The rest is just flavor. I don't throw hugely powerful aberrations or magical beasts against the PCs, most of their opponents have been humans actually. Thri-kreen, a neogi, one or two special vampires I made (drastically altered from the MM), Szalls (goblins), low level undead, a wyvern, and a young white dragon. I'm not going to throw something with huge amounts of DR that can only be overcome by magic unless one of them has a magic weapon, or using funky powers that cannot be countered with anything but magic items. If things go the way I think they will, most of their opponents will continue to be humans or humanoids. </p><p>The game has been a lot of roleplay punctuated by combats and travel. What few really powerful wizards there are tend to stay out of the affairs of government. </p><p>There aren't really adventurers per se in the game world, just people with extraordinary skills who get caught up in events.</p><p></p><p>It has made for an interesting and plot filled game.</p></blockquote><p></p>
[QUOTE="Kheti sa-Menik, post: 3922732, member: 22721"] I'm running a low magic game in the world of Magnamund (from the LW gamebooks and Mongoose Lone Wolf RPG) with D&D 3.5, here's what I did: 1. Magic is uncommon but not so uncommon that peasants run in mortal terror at seeing a light spell, but they may give that person depending on whether their experience with magic or rumours/stories they've heard paint it in a favorable light or a bad light. 2. Magic items are almost nonexistant. Scrolls are available though not sold widely outside huge cities. Potions I've tipped more towards an alchemical nature. Brew Potion is now Alchemy and has prereqs like Know Nature so many ranks. Potions don't detect as magic because they are just mixtures and they also have an "expiration date, " that is, you may find five potions in a cache of a bad guy's belongings but they could be a year old and their potency gone. Making potions isn't something you do while adventuring, it requires downtime and a lab. Wands, Rods, Staves, Wondrous Items, magic weapons and armors cannot be made; the world has lost the knowledge to forge these magical items but can be recovered. They are very rare. I like the odd wondrous items. No stat boosters, PCs have to stand on their own stats. The players are 5th-6th level, I think only one of them has a magic item, and it's a curious item from Complete Adventurer. The former PC of one of the players had a ring that prevented death effects but no one knew what it was. Magic items are mysterious and rare. 3. Most of the uber broken spells are removed from the game and high level spells are difficult to learn. 4. Most of the highly magic PrCs are gone. The rest is just flavor. I don't throw hugely powerful aberrations or magical beasts against the PCs, most of their opponents have been humans actually. Thri-kreen, a neogi, one or two special vampires I made (drastically altered from the MM), Szalls (goblins), low level undead, a wyvern, and a young white dragon. I'm not going to throw something with huge amounts of DR that can only be overcome by magic unless one of them has a magic weapon, or using funky powers that cannot be countered with anything but magic items. If things go the way I think they will, most of their opponents will continue to be humans or humanoids. The game has been a lot of roleplay punctuated by combats and travel. What few really powerful wizards there are tend to stay out of the affairs of government. There aren't really adventurers per se in the game world, just people with extraordinary skills who get caught up in events. It has made for an interesting and plot filled game. [/QUOTE]
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