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Low-magic settings and Core mechanics
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<blockquote data-quote="HarryFlashman" data-source="post: 1413979" data-attributes="member: 16377"><p>Silveras has a point. Flying creatures become far more powerful... which is not a bad thing. The entire point behind low Magic worlds is to either give a greater nod towards realism or to avoid the homicidal mania inducing "every problem has a solution-spell". Even in a Modern Setting a Flying Dragon would be an unholy terror. In a medieval type world a Dragon should be a Fire Breathing heart attack with wings.</p><p></p><p>Well in any case. Ken Hood wrote up some fabulous low (I mean really low) magic rules a few years back. I tout them every chance I get ( and they might be published soon from what I hear)</p><p></p><p>His Fix for Low Magic worlds was to cut down the damage direct damage spells do. my favouite rule is the Odds=One rule where every odd number rolled on a damage die counts as a one. In this way you can still roll high amounts of damage but more often than not the damage will remain low.</p><p>a 6th level fireball rolls 5,4,4, 1,6,6 which in normal D&D equals 26 pointsof damage but under the Odds=One rule the 5 does one point of damage and the 1 remain one point of damage reducing the total damage to 22 points of damage. </p><p></p><p>I see no reason why the above could not be applied to Supernatural and Spell Like abilities similar to Dragon's breath.</p><p></p><p>In the current low-magic campaign I am cooking up I am taking a page out of Kevin Smith's DOGMA. Look at the world around you. In the real world that are stories of miracles, ghosts, occultism, magical items and the such why would they not exist ina low magic world? Basically this amounts to letting the players define the magic. They want to go after the Codex of the Seven Hells then let them. In the real world the Necronomicon might be a worthless paperback but in your world it actually does what occultists in the real world claim it does.</p></blockquote><p></p>
[QUOTE="HarryFlashman, post: 1413979, member: 16377"] Silveras has a point. Flying creatures become far more powerful... which is not a bad thing. The entire point behind low Magic worlds is to either give a greater nod towards realism or to avoid the homicidal mania inducing "every problem has a solution-spell". Even in a Modern Setting a Flying Dragon would be an unholy terror. In a medieval type world a Dragon should be a Fire Breathing heart attack with wings. Well in any case. Ken Hood wrote up some fabulous low (I mean really low) magic rules a few years back. I tout them every chance I get ( and they might be published soon from what I hear) His Fix for Low Magic worlds was to cut down the damage direct damage spells do. my favouite rule is the Odds=One rule where every odd number rolled on a damage die counts as a one. In this way you can still roll high amounts of damage but more often than not the damage will remain low. a 6th level fireball rolls 5,4,4, 1,6,6 which in normal D&D equals 26 pointsof damage but under the Odds=One rule the 5 does one point of damage and the 1 remain one point of damage reducing the total damage to 22 points of damage. I see no reason why the above could not be applied to Supernatural and Spell Like abilities similar to Dragon's breath. In the current low-magic campaign I am cooking up I am taking a page out of Kevin Smith's DOGMA. Look at the world around you. In the real world that are stories of miracles, ghosts, occultism, magical items and the such why would they not exist ina low magic world? Basically this amounts to letting the players define the magic. They want to go after the Codex of the Seven Hells then let them. In the real world the Necronomicon might be a worthless paperback but in your world it actually does what occultists in the real world claim it does. [/QUOTE]
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