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Serious Mucking With The Standard Game Options: Advice?
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<blockquote data-quote="Teflon Billy" data-source="post: 1089989" data-attributes="member: 264"><p>This sounds a lot like the game I ran after I ifinished reading "A Game of Thrones". I wanted low/no magic, politics and a recognizable feudal system.</p><p></p><p>Stock D&D is the <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" />s for medieval <em>anything</em>, and it's Magic is so dependable and common that it tosses things into a flux if you try and play it as anything but high-magic.</p><p></p><p>So here's what I did.</p><p></p><p>1) Players can only be fighters/rogues/my variant Ranger/ Sorceror or my variant priest (which is closer to a bard...charismatic emotion-tweaker, rahter than healing magic crusader).</p><p></p><p>2) Any magical spells in the game must have <em>no</em> visible effects (mostly important to the Sorcerors). So "detect thoughts"? fine. "Speak with animals"? Fine. Magic Missile? doesn't exist.</p><p></p><p>3) No healing magic. Faster than average healing is done by resting under the care of trained healers.</p><p></p><p>4) Do not let anyone try and "Feat Away" the magic limitations...there are no lighning bolts, don't let them try and get a "Sonic Bolt" in an effort to get around the no visible effects rule.</p><p></p><p>5) If the players ask for <em>anything</em>, ask yourself first if it would make the setting less viable. If it does, the answer is no.</p><p></p><p>And they will ask. I don't know what it is about players I've encountered over the years, but the minute you say "I'm thinking of running alow magic game..." they will nearly leap to yell "I'm playing a wizard!".</p><p></p><p>Anyway...the point of this whole post is: If you ae planning on playing a game baed on a Feudal/Medieval setting, then make sure you stick to that. Spellcasters are inordinately powerful in such a setting unless they are restrained.</p><p></p><p>D&D is a <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" />ty system to use to model such a society (D&D as written reminds me more of a video game), but it is an easy sell to gamers.</p></blockquote><p></p>
[QUOTE="Teflon Billy, post: 1089989, member: 264"] This sounds a lot like the game I ran after I ifinished reading "A Game of Thrones". I wanted low/no magic, politics and a recognizable feudal system. Stock D&D is the :):):):)s for medieval [i]anything[/i], and it's Magic is so dependable and common that it tosses things into a flux if you try and play it as anything but high-magic. So here's what I did. 1) Players can only be fighters/rogues/my variant Ranger/ Sorceror or my variant priest (which is closer to a bard...charismatic emotion-tweaker, rahter than healing magic crusader). 2) Any magical spells in the game must have [i]no[/i] visible effects (mostly important to the Sorcerors). So "detect thoughts"? fine. "Speak with animals"? Fine. Magic Missile? doesn't exist. 3) No healing magic. Faster than average healing is done by resting under the care of trained healers. 4) Do not let anyone try and "Feat Away" the magic limitations...there are no lighning bolts, don't let them try and get a "Sonic Bolt" in an effort to get around the no visible effects rule. 5) If the players ask for [i]anything[/i], ask yourself first if it would make the setting less viable. If it does, the answer is no. And they will ask. I don't know what it is about players I've encountered over the years, but the minute you say "I'm thinking of running alow magic game..." they will nearly leap to yell "I'm playing a wizard!". Anyway...the point of this whole post is: If you ae planning on playing a game baed on a Feudal/Medieval setting, then make sure you stick to that. Spellcasters are inordinately powerful in such a setting unless they are restrained. D&D is a :):):):)ty system to use to model such a society (D&D as written reminds me more of a video game), but it is an easy sell to gamers. [/QUOTE]
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