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General Tabletop Discussion
*Pathfinder & Starfinder
Low-magic settings and Core mechanics
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<blockquote data-quote="Anime Kidd" data-source="post: 1412188" data-attributes="member: 881"><p>I'm seeing a lot of people wanting low-magic settings (I'm one <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> ) and many others kept pointing out various things that will be needed to be changed or looked at because the core rules assume to be played with the standard magic rules.</p><p></p><p>This got me thinking. What things are needed to be looked at when designing a low-magic setting? I can only think of one thing that everyone mentions, <strong>"PCs dealing with high DR monsters with limited low-level magic items"</strong> (assuming the setting hasn't many magic items sitting around).</p><p></p><p>I'm currently punching up a magic system that I hope captures the low-magic feel I'm looking for. So far, it is based off of the Call of Cthulhu magic system and mixed with the Spell Chain ideas being thrown around everywhere these days. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /> It looks good so far, but each time I run into another mechanic it tends to become less and less coherent in my eyes. Maybe I'm just not dealing with it right... <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f641.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":(" title="Frown :(" data-smilie="3"data-shortname=":(" /></p></blockquote><p></p>
[QUOTE="Anime Kidd, post: 1412188, member: 881"] I'm seeing a lot of people wanting low-magic settings (I'm one :D ) and many others kept pointing out various things that will be needed to be changed or looked at because the core rules assume to be played with the standard magic rules. This got me thinking. What things are needed to be looked at when designing a low-magic setting? I can only think of one thing that everyone mentions, [b]"PCs dealing with high DR monsters with limited low-level magic items"[/b] (assuming the setting hasn't many magic items sitting around). I'm currently punching up a magic system that I hope captures the low-magic feel I'm looking for. So far, it is based off of the Call of Cthulhu magic system and mixed with the Spell Chain ideas being thrown around everywhere these days. :p It looks good so far, but each time I run into another mechanic it tends to become less and less coherent in my eyes. Maybe I'm just not dealing with it right... :( [/QUOTE]
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