Magic, Power and XP, how fast is your campaign?

How Slow is your magic and XP from the DMG standard?

  • No Magic/Simulation, Slower XP

    Votes: 0 0.0%
  • No Magic/Simulation, Normal XP

    Votes: 1 1.2%
  • Low Magic, Slower XP

    Votes: 13 15.3%
  • Low Magic, Normal XP

    Votes: 10 11.8%
  • Normal Magic, Slower XP

    Votes: 15 17.6%
  • Normal Magic, Normal XP

    Votes: 46 54.1%

Remathilis

Legend
Due to the sheer number of posters who discuss "low magic" style games, I was wondering the demographics of magc and XP advancement used at your game.

Specifically, I'm wondering if 1.) Low magic is more common than high (core rule) magic, and 2.) Does low magic correlate with slower XP gain?

Feel free to explain/justify/criticise the poll below!
 

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Salutations,

Both change in each campeign I run- in the last one, high magic and normal xp. In the one before that, normal magic and slow xp.

In the next one- normal/high magic and slow xp.

SD
 

Low magic is a lot easier to run, especially for a DM that is operating a bunch of evil villan sorcerers. I like the normal magic and XP ratings, as it tends to give a better perspective on how painfully slow things can go once you get used to it. I like to follow the DMG with respect to XP so far, and a 10th level paladin will get about 100 XP for killing 100 goblins. I don't really like the break down of the XP system in 3E, but I have found you can make it work in a campaign by being a stickler for the rules. After all, the players can't blame you for following what's there.
 

You forgot the high magic catagory

My usual game is high magic/normal to high xp

I am also working in a low magic/normal xp game too
 

"Normal" magic, custom (but Normal-level) XP.

I give XP for more than just combat, so I don't give full XP for combat. However, it seems to work out about the same (so far).

-- Nifft
 

Normal magic, normal xp.

Would prefer to take things slower and less magic (for pc and npcs of course), doing that though means that players argue they are missing out on part of the game by not having the reccommended magic items/levels etc.

Not a major problem, but I would definately prefer to focus less on magic items/xp and more on role-play side of things.
 


DispelAkimbo said:
Normal magic, normal xp.

Would prefer to take things slower and less magic (for pc and npcs of course), doing that though means that players argue they are missing out on part of the game by not having the reccommended magic items/levels etc.

Not a major problem, but I would definately prefer to focus less on magic items/xp and more on role-play side of things.

You need to tell your players to trust you. The DM sets the level of threat, and the argument that a player NEEDS a certain level of magic items, wealth or access to spells is only relevant to the campaign. If the DM makes the proper accomadations for the reduced magic, then it will be a non-issue. On the other hand, if you deny them lots of magic, and then throw lots of creatures that require magic to be defeatable at their respective CR, then you need to either adjust their CR or balance things accordingly.

An example: I currently believe that most undead would be increased by one CR if you are playing in a game with no clerics or paladins (and lack of access to their abilities). A ghast is a potential TPK waiting to happen at Level 3, for example.
 

My method is similar to Nifft's: I knock down the xp's for defeating things, but tend to give more xp's for other actions, especially finding original solutions to challenges.

My main objective is to slow things down within the campaign, and so far it's worked - it's taken the party several months of game time to reach level 5. If we can maintain that pace, events can still occur in the campaign over months or years. I've never liked the way the new xp tables can level up a party to very high level in just a few months of game time.

The net result is a bit low right now, but I expect it to reach normal xp once the party gains a few more levels, when the xp tables slow normal progression significantly.
 

WizarDru said:
An example: I currently believe that most undead would be increased by one CR if you are playing in a game with no clerics or paladins (and lack of access to their abilities). A ghast is a potential TPK waiting to happen at Level 3, for example.
I've found +1 per 3 to be about right. Liches are devestating to a party without divine power.

As for my vote: Low Magic/Slow Experience. As a Player and a DM, I refuse to play Normal or High Magic. I could deal with Normal Experience, but Slower Experience allows for more time for exploring the setting and developing the plot.
 

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