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[Poll] As A *Player*, Do You Enjoy Low-Magic/Grim&Gritty Campaigns?
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<blockquote data-quote="Bendris Noulg" data-source="post: 1423739" data-attributes="member: 6398"><p>Actually, these things <em>can</em> be in a low magic setting.</p><p> </p><p>If it's rare magic, than these things have most likely been built by the few individuals that are capable of such magic.</p><p> </p><p>If it's a weak magic campaign, than these things have been created by a deity or are relics left behind by ancient empires that wielded powerful magics no longer within the scope of mortal abilities.</p><p> </p><p>The difference between these and high magic settings would be frequency and impact; In a high magic setting, demographics (as the DMG presents them) would indicate that quite a few people are capable of producing these effects and thus their occurance is more common (perhaps not "everyday" common, but common enough to not be a big surprise or shock). In a low magic setting, their occurance are often unique or unique-within-a-finite-number, with their inclusion often being a turning point or major event within a campaign.</p><p> </p><p>Here is a set of (possible) examples in the difference regarding air ships...</p><p> </p><p>Weak Magic: One or two hidden away within the treasure hoard of a dragon or within the ruins of a fallen city. The PCs may find one and even learn to use it, but creation of a new one is beyond their capabilities.</p><p> </p><p>Rare Magic: A dozen or so, most owned by individual owners, with the secret of their creation carefully guarded by those that know it. The PCs may find one, learn to use it, and possibly even create their own.</p><p> </p><p>High Magic: Fleets of air ships, trans-continental guilds maintain trade and commerce, laws and royal mandates designate "no fly zones" and tax air ships and travel in the same manner that real-world automobiles and air travel is, etc. Purchasing one is entirely possible, or one can be made with the same ratio of investment as any other magic item.</p></blockquote><p></p>
[QUOTE="Bendris Noulg, post: 1423739, member: 6398"] Actually, these things [i]can[/i] be in a low magic setting. If it's rare magic, than these things have most likely been built by the few individuals that are capable of such magic. If it's a weak magic campaign, than these things have been created by a deity or are relics left behind by ancient empires that wielded powerful magics no longer within the scope of mortal abilities. The difference between these and high magic settings would be frequency and impact; In a high magic setting, demographics (as the DMG presents them) would indicate that quite a few people are capable of producing these effects and thus their occurance is more common (perhaps not "everyday" common, but common enough to not be a big surprise or shock). In a low magic setting, their occurance are often unique or unique-within-a-finite-number, with their inclusion often being a turning point or major event within a campaign. Here is a set of (possible) examples in the difference regarding air ships... Weak Magic: One or two hidden away within the treasure hoard of a dragon or within the ruins of a fallen city. The PCs may find one and even learn to use it, but creation of a new one is beyond their capabilities. Rare Magic: A dozen or so, most owned by individual owners, with the secret of their creation carefully guarded by those that know it. The PCs may find one, learn to use it, and possibly even create their own. High Magic: Fleets of air ships, trans-continental guilds maintain trade and commerce, laws and royal mandates designate "no fly zones" and tax air ships and travel in the same manner that real-world automobiles and air travel is, etc. Purchasing one is entirely possible, or one can be made with the same ratio of investment as any other magic item. [/QUOTE]
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