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Low Magic setting-several options
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<blockquote data-quote="Wik" data-source="post: 2983312" data-attributes="member: 40177"><p>Well, for me, I try to stick as close to the rules-as-written as possible. And I've found that it CAN be done using the D&D rules.</p><p></p><p>For magical items, stick to using "Invisible" magical items - items that grant a bonus that pretty much always applies. So, the characters' swords become +1, +2, keen, and then maybe deal some energy damage (Which doesn't get described in flashy details). A character will have a lot of magical gear (the equivalent of his "normal" magic D&D counterpart) but since it's mostly enchanted armour, weapons, cloaks of resistance, ability buffs, and the like, it doesn't really make the character seem any more magically powerful.</p><p></p><p>I also use the spell-less class variants whenever I can. My big beef with D&D is that so many classes have spell-casting ability; I like to phase it out and replace those magical abilities with feats whenever possible. </p><p></p><p>However, if I *really* want to run a low-magic game, what I do is give my players a "Special effects" budget. I say to the players "If you can describe your spells or magical items in a way that could be duplicated in a movie without spending a fortune on special effects, you will get an XP award at the end of the game". So, instead of the druid casting cure light wounds, he makes an herbal tea that a PC drinks and says "Hey, I feel revitalized". Alarm consists of the mage walking around the campsite, making a few hand motions, and saying dramatically "there, they shall not pass without my knowing of it". </p><p></p><p>This means that players who regularly use Fireballs of other "Effects-heavy" spells will miss out on the tasty XP rewards that non magic-using types are getting (if you're a fighter, it's pretty easy to stay "effects-lite" compared to the casters; a drawback to playing a mage in a low-magic campaign). </p><p></p><p>I find this system works really well, doesn't involve too many rules modifications, and helps encourage just a bit of role-playing at the table.</p></blockquote><p></p>
[QUOTE="Wik, post: 2983312, member: 40177"] Well, for me, I try to stick as close to the rules-as-written as possible. And I've found that it CAN be done using the D&D rules. For magical items, stick to using "Invisible" magical items - items that grant a bonus that pretty much always applies. So, the characters' swords become +1, +2, keen, and then maybe deal some energy damage (Which doesn't get described in flashy details). A character will have a lot of magical gear (the equivalent of his "normal" magic D&D counterpart) but since it's mostly enchanted armour, weapons, cloaks of resistance, ability buffs, and the like, it doesn't really make the character seem any more magically powerful. I also use the spell-less class variants whenever I can. My big beef with D&D is that so many classes have spell-casting ability; I like to phase it out and replace those magical abilities with feats whenever possible. However, if I *really* want to run a low-magic game, what I do is give my players a "Special effects" budget. I say to the players "If you can describe your spells or magical items in a way that could be duplicated in a movie without spending a fortune on special effects, you will get an XP award at the end of the game". So, instead of the druid casting cure light wounds, he makes an herbal tea that a PC drinks and says "Hey, I feel revitalized". Alarm consists of the mage walking around the campsite, making a few hand motions, and saying dramatically "there, they shall not pass without my knowing of it". This means that players who regularly use Fireballs of other "Effects-heavy" spells will miss out on the tasty XP rewards that non magic-using types are getting (if you're a fighter, it's pretty easy to stay "effects-lite" compared to the casters; a drawback to playing a mage in a low-magic campaign). I find this system works really well, doesn't involve too many rules modifications, and helps encourage just a bit of role-playing at the table. [/QUOTE]
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