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Overuse of monsters and magic.
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<blockquote data-quote="Treebore" data-source="post: 3779094" data-attributes="member: 10177"><p>No edition of D&D is assumed to be low magic. Its just assumed the DM will do only what they feel comfortable with DMing. So if they want low magic, they make it low magic.</p><p></p><p>I play the system "as is". I award the treasure and XP's, the PC's level, becoming more and more powerful. I run the game until the players want to move on to new characters.</p><p></p><p>Which tends to be between 15th and 25th level. The only time it ends sooner than that is when players, or I, move away.</p><p></p><p>I allow Teleport, Raise Dead, Ressurection, even Wish. I deal with if just fine. Usually by accepting the "realities" of a world where such magics exist, rather than force it to fit a "vision".</p><p></p><p>Take "continual flame", as the example. Its a second level spell. Not that expensive to make. Not that expensive to buy, especially if you get a discount because you place an order for 500 of them at one time. </p><p></p><p>Plus, the basic premise of the game, or at least most campaign worlds, is that any decent sized city has a couple of dozen wizards and priests capable of casting the spell. Just look at the 3.5 DMG for generating city stats.</p><p></p><p>So there are DM's who try to jam square blocks into round holes and then say how it doesn't work. Then there are DM's who accept and adapt to how the system sets things up to work. Then there are a whole bunch some where in between those two points.</p><p></p><p>Then there are the DM's who change the system to work how they want it to. Thats always been one of the coolest things about RPG's. Changing, deleting, and adding rules to make the RPG do what you want.</p></blockquote><p></p>
[QUOTE="Treebore, post: 3779094, member: 10177"] No edition of D&D is assumed to be low magic. Its just assumed the DM will do only what they feel comfortable with DMing. So if they want low magic, they make it low magic. I play the system "as is". I award the treasure and XP's, the PC's level, becoming more and more powerful. I run the game until the players want to move on to new characters. Which tends to be between 15th and 25th level. The only time it ends sooner than that is when players, or I, move away. I allow Teleport, Raise Dead, Ressurection, even Wish. I deal with if just fine. Usually by accepting the "realities" of a world where such magics exist, rather than force it to fit a "vision". Take "continual flame", as the example. Its a second level spell. Not that expensive to make. Not that expensive to buy, especially if you get a discount because you place an order for 500 of them at one time. Plus, the basic premise of the game, or at least most campaign worlds, is that any decent sized city has a couple of dozen wizards and priests capable of casting the spell. Just look at the 3.5 DMG for generating city stats. So there are DM's who try to jam square blocks into round holes and then say how it doesn't work. Then there are DM's who accept and adapt to how the system sets things up to work. Then there are a whole bunch some where in between those two points. Then there are the DM's who change the system to work how they want it to. Thats always been one of the coolest things about RPG's. Changing, deleting, and adding rules to make the RPG do what you want. [/QUOTE]
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