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Community
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*Dungeons & Dragons
Low magic player characters in D&D 5e
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<blockquote data-quote="redrick" data-source="post: 6542970" data-attributes="member: 6777696"><p>I am thinking of my next campaign as being a low magic campaign. The idea is that magic would still exist in the world, but humans and demi-humans capable of harnessing it would be extremely rare. Some low level magic might be replaced by a sort of folk magic. (Rituals for things like magical healing, and protection from evil, maybe some other minor buff-debuff type stuff.)</p><p></p><p>I'd like to allow player characters to pursue spellcasting options (after all, player characters have the right to become exceptional), but having a first-level character who can just walk around casting spells at will seems to defeat the point of magic being extremely rare. I'm interested in ideas about ways to sort of steepen the curve for player character magic, so to speak. I can't just nerf spell-casters, and I don't want to ban them outright. Instead, I'd like to find a way to increase the risks/rewards associated with casters.</p><p></p><p>The only idea I've come up with so far (and I'm not sure it's a good one!) is to restrict cantrips to characters who have already reached the 5th level. This makes multi-classing into a caster at 5th level an option — the spells might not be that powerful, but your cantrips will scale with your total character level, so your fire bolt will do 2d10 damage. And it means that characters who want to take the challenging path of single-class wizards would spend their first 4 levels being very cautious in combat, but would be rewarded at 5th level with powerful cantrips.</p><p></p><p>Any thoughts or ideas? How many folks have run low magic campaigns in 5e so far? What have you done?</p></blockquote><p></p>
[QUOTE="redrick, post: 6542970, member: 6777696"] I am thinking of my next campaign as being a low magic campaign. The idea is that magic would still exist in the world, but humans and demi-humans capable of harnessing it would be extremely rare. Some low level magic might be replaced by a sort of folk magic. (Rituals for things like magical healing, and protection from evil, maybe some other minor buff-debuff type stuff.) I'd like to allow player characters to pursue spellcasting options (after all, player characters have the right to become exceptional), but having a first-level character who can just walk around casting spells at will seems to defeat the point of magic being extremely rare. I'm interested in ideas about ways to sort of steepen the curve for player character magic, so to speak. I can't just nerf spell-casters, and I don't want to ban them outright. Instead, I'd like to find a way to increase the risks/rewards associated with casters. The only idea I've come up with so far (and I'm not sure it's a good one!) is to restrict cantrips to characters who have already reached the 5th level. This makes multi-classing into a caster at 5th level an option — the spells might not be that powerful, but your cantrips will scale with your total character level, so your fire bolt will do 2d10 damage. And it means that characters who want to take the challenging path of single-class wizards would spend their first 4 levels being very cautious in combat, but would be rewarded at 5th level with powerful cantrips. Any thoughts or ideas? How many folks have run low magic campaigns in 5e so far? What have you done? [/QUOTE]
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Low magic player characters in D&D 5e
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