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Low-magic settings and Core mechanics
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<blockquote data-quote="Silveras" data-source="post: 1412387" data-attributes="member: 6271"><p>1st off, Unearthed Arcana has treatments of the D20 Modern Incantations (ritual magic for any class) and CoC Sanity systems for D&D use. You may want to look at that book for ideas. </p><p></p><p>Second, DR is less of a problem in some ways in 3.5 than it used to be in 3.0. Many creatures in 3.5 have DR that is penetrated by a special substance: Cold Iron, Silver, Adamantine, etc. Magic weapons are no longer needed in 5+ "grades", now there is just "any magic" or "epic" (basically, you either need +1, or you need +6 or higher). For a "low magic" world, the biggest (and easiest) thing to fix is DR/epic. Harder is DR/"material + alignment". Without some magic to align weapons, those are the ones that will stand out as being the hardest to deal with. </p><p></p><p>The problem is more subtle than that, though. The presence of flying monsters, for example, presumes that the PCs can get some flying magic of their own with which to chase the monsters. Without the possibility of flying magic, things that can fly away (or, worse, fly-by attack) become <strong>much</strong> more dangerous. </p><p></p><p>Then there are hit dice and hit points. The design presumes that the PCs will have access to fireball and other multiple-target heavy damage spells. So the monster hit dice keep going up, to keep the monsters challenging, and some get immunities to fire, cold, etc. However, if you lack magical cold, fire-immune things like fire elementals become <strong>much</strong> more challenging to deal with. Of course, in a low-magic setting, you may not have many of them running around. Still, things like Giants get lots of hit dice because it is presumed that they will be on the receiving end of big damage. </p><p></p><p>Now, turn that around. The damage done by monsters back to the party also presumes that the party has some means of healing that damage between fights: cure spells. Low magic means that there is less availability of cure spells, which means that every fight is potentially more lethal. </p><p></p><p>Just some things to think about.</p></blockquote><p></p>
[QUOTE="Silveras, post: 1412387, member: 6271"] 1st off, Unearthed Arcana has treatments of the D20 Modern Incantations (ritual magic for any class) and CoC Sanity systems for D&D use. You may want to look at that book for ideas. Second, DR is less of a problem in some ways in 3.5 than it used to be in 3.0. Many creatures in 3.5 have DR that is penetrated by a special substance: Cold Iron, Silver, Adamantine, etc. Magic weapons are no longer needed in 5+ "grades", now there is just "any magic" or "epic" (basically, you either need +1, or you need +6 or higher). For a "low magic" world, the biggest (and easiest) thing to fix is DR/epic. Harder is DR/"material + alignment". Without some magic to align weapons, those are the ones that will stand out as being the hardest to deal with. The problem is more subtle than that, though. The presence of flying monsters, for example, presumes that the PCs can get some flying magic of their own with which to chase the monsters. Without the possibility of flying magic, things that can fly away (or, worse, fly-by attack) become [B]much[/B] more dangerous. Then there are hit dice and hit points. The design presumes that the PCs will have access to fireball and other multiple-target heavy damage spells. So the monster hit dice keep going up, to keep the monsters challenging, and some get immunities to fire, cold, etc. However, if you lack magical cold, fire-immune things like fire elementals become [B]much[/B] more challenging to deal with. Of course, in a low-magic setting, you may not have many of them running around. Still, things like Giants get lots of hit dice because it is presumed that they will be on the receiving end of big damage. Now, turn that around. The damage done by monsters back to the party also presumes that the party has some means of healing that damage between fights: cure spells. Low magic means that there is less availability of cure spells, which means that every fight is potentially more lethal. Just some things to think about. [/QUOTE]
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