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[Primeval Thule] House rules for spellcasting
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<blockquote data-quote="I'm A Banana" data-source="post: 6746387" data-attributes="member: 2067"><p>No plate mail is close, but that just encourages DEX, and if there's no new stats for bronze weapons, then it's not really any sort of a gimp. Magic items affect everyone largely equally in 5e (there's NOTHING in 5e about non-casters getting more magic gear), and if madness affects everyone, well, that's not a gimp to the non-mages.</p><p></p><p>If you want to run a game where magic can drive ya bonkers mechanically WITHOUT favoring non-casters, you'll need to gimp the non-casters, too. </p><p></p><p></p><p></p><p>It's just an option to disadvantage those who get hit more often, anyway, not exactly a strong "martial nerf." Maybe strain for using weapon attacks? Just to preserve the equality - if doing what your class is made to do can give your character a permanent disfigurement of some sort, and you don't want to favor one type of class over another, <strong>everyone</strong> needs to get some sort of permanent disfigurement for doing regular adventuring actions. </p><p></p><p></p><p></p><p>Well, a low magic setting isn't always the same as a low magic <em>PC party</em>. PC's are typically supposed to be exceptional and unusual and remarkable beings, anyway - so a party of mages in a world of dangerous magic might be OK, and lend a particular vibe to the adventure. It's possible PT's lack of rules for low-magic PC parties is <em>intentional</em>, that the writers were completely OK with wizards and warlocks and sorcerers. They'd be dark and weird, but it seems like everyone is dark and weird in that setting. <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></p><p></p><p>It's something <em>entirely possible</em> in a low magic game. If what you're looking for is "more challenging encounters," going caster-less isn't going to give you that. </p><p></p><p></p><p></p><p>If you have casters in the group, spells will certainly be cast. Spells will not be rare <em>in play</em>. They can still be rare in the world, in the fiction. </p><p></p><p>Y'know, most of the world in a Typical D&D Campaign is farmers and goatherds, and those are rare in play for PC's, too. </p><p></p><p></p><p></p><p>I mean, it's fair enough, but you might want to ask yourself why the PT designers DIDN'T go this route. Was it that they aren't great designers, and so didn't realize that the game would be played with casters? Or is it because they're cool with a caster-heavy party just like a typical D&D game is cool with dragon-slaying and magic items (things most people don't have in the fiction, even if most PC parties have) - it's rare in the <em>setting</em>, but not necessarily rare for the party? Not that this should decide it for you, just that this might help you think a little bit about how the kind of game you want to run might diverge from the expected path.</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 6746387, member: 2067"] No plate mail is close, but that just encourages DEX, and if there's no new stats for bronze weapons, then it's not really any sort of a gimp. Magic items affect everyone largely equally in 5e (there's NOTHING in 5e about non-casters getting more magic gear), and if madness affects everyone, well, that's not a gimp to the non-mages. If you want to run a game where magic can drive ya bonkers mechanically WITHOUT favoring non-casters, you'll need to gimp the non-casters, too. It's just an option to disadvantage those who get hit more often, anyway, not exactly a strong "martial nerf." Maybe strain for using weapon attacks? Just to preserve the equality - if doing what your class is made to do can give your character a permanent disfigurement of some sort, and you don't want to favor one type of class over another, [B]everyone[/B] needs to get some sort of permanent disfigurement for doing regular adventuring actions. Well, a low magic setting isn't always the same as a low magic [I]PC party[/I]. PC's are typically supposed to be exceptional and unusual and remarkable beings, anyway - so a party of mages in a world of dangerous magic might be OK, and lend a particular vibe to the adventure. It's possible PT's lack of rules for low-magic PC parties is [I]intentional[/I], that the writers were completely OK with wizards and warlocks and sorcerers. They'd be dark and weird, but it seems like everyone is dark and weird in that setting. ;) It's something [I]entirely possible[/I] in a low magic game. If what you're looking for is "more challenging encounters," going caster-less isn't going to give you that. If you have casters in the group, spells will certainly be cast. Spells will not be rare [I]in play[/I]. They can still be rare in the world, in the fiction. Y'know, most of the world in a Typical D&D Campaign is farmers and goatherds, and those are rare in play for PC's, too. I mean, it's fair enough, but you might want to ask yourself why the PT designers DIDN'T go this route. Was it that they aren't great designers, and so didn't realize that the game would be played with casters? Or is it because they're cool with a caster-heavy party just like a typical D&D game is cool with dragon-slaying and magic items (things most people don't have in the fiction, even if most PC parties have) - it's rare in the [I]setting[/I], but not necessarily rare for the party? Not that this should decide it for you, just that this might help you think a little bit about how the kind of game you want to run might diverge from the expected path. [/QUOTE]
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