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Low magic player characters in D&D 5e
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<blockquote data-quote="SkidAce" data-source="post: 6543429" data-attributes="member: 7706"><p>Great ideas.</p><p></p><p>This shows that those who want to keep the d&d/5e chassis can tinker and reach the level of magic they would like.</p><p></p><p></p><p>My short reply to [MENTION=15809]The Mirrorball Man[/MENTION] earlier up thread was too vague, because I thought I would be dragged into the "go play something else" debate again. It is so very tiring to be told that over and over. I apologize for the incorrect assumption.</p><p></p><p>Posts by [MENTION=15809]The Mirrorball Man[/MENTION] and [MENTION=92511]steeldragons[/MENTION] , et al, showed a lot of willingness to discuss and ideas that answered and helped the OP. This is a constructive thread that I am glad for.</p><p></p><p>To the topic;</p><p></p><p>I normally decide if a campaign is a. RARE magic or b. LOW magic. </p><p></p><p>In both cases, the background world has very few spellcasters and or magical npcs, other than the monsters, and demons, and foes of the party etc.</p><p></p><p>In a., you could keep the PCs and their abilities more or less the same (perhaps restricting a few overly magical to suit the world info). The PCs are unique after all, and special. Thats why they are the heroes, there is no wizard elminster or other hero around for the most part. The heros may have a magical mentor or two in the begining, but they soon exceed their mentor and rise beyond, saving the town , village, what have you. The Foes in example a. would be rare, and would need some justification for their appearance. Perhaps an invasion, perhaps mutation (in the case of beasts etc.) Maybe vampires, thought to be merely legends, were accidently raised from their slumber (cliche, but this is just an example).</p><p></p><p>Of course in a. the players rise to be the movers and shakers of the area, and rightly so, they command powers known have seen since the "Time of Legends"!!!!!. (grin)</p><p></p><p>In b. you would do the resticting as [MENTION=92511]steeldragons[/MENTION] has so eloquently demonstrated. I have actually run several low magic campaigns where it was a thieve's guild scenario, nothing but rogues and fighters. Minor magic may show up, "he has the sword of Fandango, its light shows us our weaknesses, RUN!" but you would keep it more mundane. Perhaps swashbuckling, political, overthrow the corrupt ruler etc. Many of the foes would be normal people and beasts. And when magic does show up, it would be shrouded in legend and mystery. Such as the Dire Bear of Loch Lenore (a re-skinned cursed immortal troll) that has terrorized the area for generations.</p><p></p><p></p><p>Bottom line, many folks like tinkering and working with what they know/like. Are there better systems designed to produce the feel they are looking to get from low magic 5e? I suspect so. And some folks may use those systems and play happily ever after.</p><p></p><p>I prefer to tinker with D&D since the early 80s. Maybe its just habit, but I'm having fun.</p><p></p><p>(I could do a dissertation on high magic campaigns too, we've had them also)</p></blockquote><p></p>
[QUOTE="SkidAce, post: 6543429, member: 7706"] Great ideas. This shows that those who want to keep the d&d/5e chassis can tinker and reach the level of magic they would like. My short reply to [MENTION=15809]The Mirrorball Man[/MENTION] earlier up thread was too vague, because I thought I would be dragged into the "go play something else" debate again. It is so very tiring to be told that over and over. I apologize for the incorrect assumption. Posts by [MENTION=15809]The Mirrorball Man[/MENTION] and [MENTION=92511]steeldragons[/MENTION] , et al, showed a lot of willingness to discuss and ideas that answered and helped the OP. This is a constructive thread that I am glad for. To the topic; I normally decide if a campaign is a. RARE magic or b. LOW magic. In both cases, the background world has very few spellcasters and or magical npcs, other than the monsters, and demons, and foes of the party etc. In a., you could keep the PCs and their abilities more or less the same (perhaps restricting a few overly magical to suit the world info). The PCs are unique after all, and special. Thats why they are the heroes, there is no wizard elminster or other hero around for the most part. The heros may have a magical mentor or two in the begining, but they soon exceed their mentor and rise beyond, saving the town , village, what have you. The Foes in example a. would be rare, and would need some justification for their appearance. Perhaps an invasion, perhaps mutation (in the case of beasts etc.) Maybe vampires, thought to be merely legends, were accidently raised from their slumber (cliche, but this is just an example). Of course in a. the players rise to be the movers and shakers of the area, and rightly so, they command powers known have seen since the "Time of Legends"!!!!!. (grin) In b. you would do the resticting as [MENTION=92511]steeldragons[/MENTION] has so eloquently demonstrated. I have actually run several low magic campaigns where it was a thieve's guild scenario, nothing but rogues and fighters. Minor magic may show up, "he has the sword of Fandango, its light shows us our weaknesses, RUN!" but you would keep it more mundane. Perhaps swashbuckling, political, overthrow the corrupt ruler etc. Many of the foes would be normal people and beasts. And when magic does show up, it would be shrouded in legend and mystery. Such as the Dire Bear of Loch Lenore (a re-skinned cursed immortal troll) that has terrorized the area for generations. Bottom line, many folks like tinkering and working with what they know/like. Are there better systems designed to produce the feel they are looking to get from low magic 5e? I suspect so. And some folks may use those systems and play happily ever after. I prefer to tinker with D&D since the early 80s. Maybe its just habit, but I'm having fun. (I could do a dissertation on high magic campaigns too, we've had them also) [/QUOTE]
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