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Low magic rulebook anyone?
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<blockquote data-quote="jmucchiello" data-source="post: 465660" data-attributes="member: 813"><p>Well at least you understand though that this is not a rulebook. This is a particular world. A sourcebook.</p><p></p><p>The original poster wants something that has never been produced. A game system that works in more than one manner as written. D&D is a medium-high level magic game system. They picked that level since they felt that was where the core game was. They didn't create a game system that could vary from medium to high or low to very high. They picked one level: "Characters gain abilities and supplement those abilities with magic items. They need X amount of magic items per level to be average." That is D&D. It has no variation. Now you want someone to put variation into and still have some kind of balance? I don't think it can be done without be setting specific. Or so vague that you, the DM, still would have to run the numbers for your world.</p><p></p><p>If producing items gave XP, then how could there be a low-magic world. Every mage would be churning out as many more and more powerful magic items as they could. There has to be a limiting factor that really hurts. Nothing hurts the player more than XPs. As for the Ring of Evasion, what's wrong with it?</p></blockquote><p></p>
[QUOTE="jmucchiello, post: 465660, member: 813"] Well at least you understand though that this is not a rulebook. This is a particular world. A sourcebook. The original poster wants something that has never been produced. A game system that works in more than one manner as written. D&D is a medium-high level magic game system. They picked that level since they felt that was where the core game was. They didn't create a game system that could vary from medium to high or low to very high. They picked one level: "Characters gain abilities and supplement those abilities with magic items. They need X amount of magic items per level to be average." That is D&D. It has no variation. Now you want someone to put variation into and still have some kind of balance? I don't think it can be done without be setting specific. Or so vague that you, the DM, still would have to run the numbers for your world. If producing items gave XP, then how could there be a low-magic world. Every mage would be churning out as many more and more powerful magic items as they could. There has to be a limiting factor that really hurts. Nothing hurts the player more than XPs. As for the Ring of Evasion, what's wrong with it? [/QUOTE]
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Low magic rulebook anyone?
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