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Low magic rulebook anyone?
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<blockquote data-quote="Turjan" data-source="post: 470392" data-attributes="member: 3477"><p>The book we talked about was thought not only to cope with classic "low magic" settings, but additionally something else I might better describe as "weak magic". </p><p></p><p>The latter means, that bards, paladins and rangers keep their magic abilities, but they are much less powerful (maybe more illusions and such, no plot-spoiling "detect evil" radar, etc.). You can leave the cleric at home in his church, thereby making him essentially a NPC class. The weaker healing spells could become arcane spells, whereas the powerful cleric spells would be abolished. Sticking to Vancian magic, the arcane spellcasters may have the same number of spells, but a different selection, either more specialized, or/(and) less powerful. All classes have a very limited access to powerful magic items. No greater divinations, continent-shaping spells, no travels through time and space <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" />. Maybe spellcasters have to be compensated with slightly better combat abilities, but this depends on the actual spell list.</p><p></p><p>Okay, this only for clarification. I think, the problem with the monster CR's will stay exactly the same in this model compared to a true "low magic" setting. So I hope there is not too much double work to be done in this field <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></blockquote><p></p>
[QUOTE="Turjan, post: 470392, member: 3477"] The book we talked about was thought not only to cope with classic "low magic" settings, but additionally something else I might better describe as "weak magic". The latter means, that bards, paladins and rangers keep their magic abilities, but they are much less powerful (maybe more illusions and such, no plot-spoiling "detect evil" radar, etc.). You can leave the cleric at home in his church, thereby making him essentially a NPC class. The weaker healing spells could become arcane spells, whereas the powerful cleric spells would be abolished. Sticking to Vancian magic, the arcane spellcasters may have the same number of spells, but a different selection, either more specialized, or/(and) less powerful. All classes have a very limited access to powerful magic items. No greater divinations, continent-shaping spells, no travels through time and space ;). Maybe spellcasters have to be compensated with slightly better combat abilities, but this depends on the actual spell list. Okay, this only for clarification. I think, the problem with the monster CR's will stay exactly the same in this model compared to a true "low magic" setting. So I hope there is not too much double work to be done in this field :). [/QUOTE]
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Low magic rulebook anyone?
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