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General Tabletop Discussion
*TTRPGs General
Subtle magic instead of low magic
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<blockquote data-quote="Ace" data-source="post: 269776" data-attributes="member: 944"><p>Part of my desire for more subtle magic is so I can have a Ren -Faire type setting</p><p></p><p>I want a world that is recognizably historical, like Harn but with more Fae and more room for adventure</p><p></p><p>The problem I have with the flashy spells is the effect they have on the world.</p><p></p><p>I ran a game, ostensibly low magic, set on Pseudo Earth a while back and had my standard military tactics ruined by area spells</p><p></p><p>I was stunned by how different the AH64 Sorcerer with fly, lightning bolt and protection from arrows can dominate a battle field</p><p></p><p>I decided that the next time I played I wanted a world in which magic doesn't change it beyond recognition.</p><p></p><p>By limiting Transmutation, Evocation and Cojuration I can give the word a uniquely "real" feel without taking away the good bits of D&D</p><p></p><p>I figure my campaigns will end up looking like this</p><p></p><p>My Standard game--- High Magic D&D with all the options</p><p></p><p>My Medium Game-- D&D with modified Sovereign Stone rules</p><p></p><p>My Low Magic game-- D&D with subtle magic from COC, Occult Lore, and my mods</p><p></p><p>Right now I don't want to mess with the Sov Stone stuff and the High Magic is done so that leaves me with the Low Magic game </p><p></p><p></p><p>I figure I will have great guides --- Call of Cuthulu D20, Occult Lore, Swashbuckling D20, Twin Crowns and more.</p><p></p><p>Thrown in a dabble of Ravenloft and yummy</p></blockquote><p></p>
[QUOTE="Ace, post: 269776, member: 944"] Part of my desire for more subtle magic is so I can have a Ren -Faire type setting I want a world that is recognizably historical, like Harn but with more Fae and more room for adventure The problem I have with the flashy spells is the effect they have on the world. I ran a game, ostensibly low magic, set on Pseudo Earth a while back and had my standard military tactics ruined by area spells I was stunned by how different the AH64 Sorcerer with fly, lightning bolt and protection from arrows can dominate a battle field I decided that the next time I played I wanted a world in which magic doesn't change it beyond recognition. By limiting Transmutation, Evocation and Cojuration I can give the word a uniquely "real" feel without taking away the good bits of D&D I figure my campaigns will end up looking like this My Standard game--- High Magic D&D with all the options My Medium Game-- D&D with modified Sovereign Stone rules My Low Magic game-- D&D with subtle magic from COC, Occult Lore, and my mods Right now I don't want to mess with the Sov Stone stuff and the High Magic is done so that leaves me with the Low Magic game I figure I will have great guides --- Call of Cuthulu D20, Occult Lore, Swashbuckling D20, Twin Crowns and more. Thrown in a dabble of Ravenloft and yummy [/QUOTE]
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Subtle magic instead of low magic
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