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Magic Items And Campaign Balance?
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<blockquote data-quote="Old One" data-source="post: 268413" data-attributes="member: 83"><p><strong>Interesting...</strong></p><p></p><p></p><p></p><p>How, exactly, did I insult other types of campaigns by saying that I preferred low(er)-magic level campaigns? As for complaining about <em>realism</em>, I will refer back to your initial post on this thread...</p><p></p><p></p><p></p><p>Your entire premise seems to be (please note, I say <em>seems</em>) that if a DM does not follow wealth/magic items guidelines IAW the recommended levels in the DMG and any/all magic items are available for purchase and/or creation at the local <strong>Magic-R-Us</strong> then:</p><p></p><p>(A) The campaign is doomed to failure after a certain level.</p><p></p><p>(B) The primary magic classes - clerics, sorcerers and wizards - will <em>always</em> be superior at higher levels unless the other classes have full access to "stuff".</p><p></p><p>(C) Those that happen to disagree with you position are, at best, uninformed and, at worst, dolts.</p><p></p><p>If a DM runs a "standard" campaign and running through the MM from CR 1/2 to CR 20, then I am in complete agreement with you. DR, SR, very high ACs, very high BABs will play havoc with characters that are light in the magic department.</p><p></p><p>I think you are assuming, however, that in low(er)-magic campaigns the spellcasting classes get full and unfettered access to any and all spells. Remember, wizards must find or research spells; clerics answer to some manner of higher power; sorcerers spell progression is fairly slow. Also, spellcasters need to rest to regain spells and magic (or certain types) may be distrusted or outlawed in certain locales.</p><p></p><p>I can't speak for other DMs running low(er)-magic campaigns, but I use the parameters above (along with others) to monitor magical advancement by spellcasters. You may consider that "radically altering" the system...I don't.</p><p></p><p>I go back to <strong><em>nopantsyet's</em></strong> post and his/her comments on consistency. It is incumbant that the DM tailor challenges and challengers appropriately in any campaign and a low(er)-magic level campaign is no exception. Fielding opponents that significantly outclass the PCs in magic power or that require items the PCs don't have access to harm them doesn't make sense.</p><p></p><p>For every example you can cite where Steve the Sorcerer outdoes Fred the Fighter, I can cite one where Fred the Fighter or Rhonda the Rogue outdoes Steve...Steve's magic ability not withstanding.</p><p></p><p><em>Fred and Steve are both subject the paralytic poisoned blades from sneak attacking rogues...</em></p><p><em></em></p><p><em>Fred (with high CON and good FORT saves): "Gah, that burns, come here so that I may smite you!"</em></p><p><em></em></p><p><em>Steve (with normal CON and poor FORT saves): "Urk..."</em></p><p></p><p>or</p><p></p><p><em>Steve and Rhonda are enveloped in a magical frost blast and both fail their saves...</em></p><p><em></em></p><p><em>Rhonda (with Evasion): "Boy that was close, I'm a little frost-rimed but OK. How are you, Steve?"</em></p><p><em></em></p><p><em>Steve (with no Evasion): "Urk..."</em></p><p></p><p>In 21 years of playing, through Basic - 1E - 2E - 3E, I have DMed parties from levels 1-20+ in low-magic, standard magic and high-magic settings. I happen to prefer low(er) magic campaigns and my experience has been that they work fine if the DM tailors challenges appropriately. My players, whom I poll regularly, are having fun, enjoying the campaign and enjoying their characters. They are having fun...I am having fun and that's what it's all about.</p><p></p><p>You (seem to) feel that a campaign is broken without full and open access to DMG recommended wealth/magic levels...I disagree. I doubt that I will ever persuade you to agree with my take on it and I don't agree with yours...so we agree to disagree<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=";)" />!</p><p></p><p>'Nuff said.</p><p></p><p>~ Old One</p></blockquote><p></p>
[QUOTE="Old One, post: 268413, member: 83"] [b]Interesting...[/b] How, exactly, did I insult other types of campaigns by saying that I preferred low(er)-magic level campaigns? As for complaining about [i]realism[/i], I will refer back to your initial post on this thread... Your entire premise seems to be (please note, I say [i]seems[/i]) that if a DM does not follow wealth/magic items guidelines IAW the recommended levels in the DMG and any/all magic items are available for purchase and/or creation at the local [b]Magic-R-Us[/b] then: (A) The campaign is doomed to failure after a certain level. (B) The primary magic classes - clerics, sorcerers and wizards - will [i]always[/i] be superior at higher levels unless the other classes have full access to "stuff". (C) Those that happen to disagree with you position are, at best, uninformed and, at worst, dolts. If a DM runs a "standard" campaign and running through the MM from CR 1/2 to CR 20, then I am in complete agreement with you. DR, SR, very high ACs, very high BABs will play havoc with characters that are light in the magic department. I think you are assuming, however, that in low(er)-magic campaigns the spellcasting classes get full and unfettered access to any and all spells. Remember, wizards must find or research spells; clerics answer to some manner of higher power; sorcerers spell progression is fairly slow. Also, spellcasters need to rest to regain spells and magic (or certain types) may be distrusted or outlawed in certain locales. I can't speak for other DMs running low(er)-magic campaigns, but I use the parameters above (along with others) to monitor magical advancement by spellcasters. You may consider that "radically altering" the system...I don't. I go back to [b][i]nopantsyet's[/i][/b][i][/i] post and his/her comments on consistency. It is incumbant that the DM tailor challenges and challengers appropriately in any campaign and a low(er)-magic level campaign is no exception. Fielding opponents that significantly outclass the PCs in magic power or that require items the PCs don't have access to harm them doesn't make sense. For every example you can cite where Steve the Sorcerer outdoes Fred the Fighter, I can cite one where Fred the Fighter or Rhonda the Rogue outdoes Steve...Steve's magic ability not withstanding. [i]Fred and Steve are both subject the paralytic poisoned blades from sneak attacking rogues... Fred (with high CON and good FORT saves): "Gah, that burns, come here so that I may smite you!" Steve (with normal CON and poor FORT saves): "Urk..."[/i] or [i]Steve and Rhonda are enveloped in a magical frost blast and both fail their saves... Rhonda (with Evasion): "Boy that was close, I'm a little frost-rimed but OK. How are you, Steve?" Steve (with no Evasion): "Urk..."[/i] In 21 years of playing, through Basic - 1E - 2E - 3E, I have DMed parties from levels 1-20+ in low-magic, standard magic and high-magic settings. I happen to prefer low(er) magic campaigns and my experience has been that they work fine if the DM tailors challenges appropriately. My players, whom I poll regularly, are having fun, enjoying the campaign and enjoying their characters. They are having fun...I am having fun and that's what it's all about. You (seem to) feel that a campaign is broken without full and open access to DMG recommended wealth/magic levels...I disagree. I doubt that I will ever persuade you to agree with my take on it and I don't agree with yours...so we agree to disagree;)! 'Nuff said. ~ Old One [/QUOTE]
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