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<blockquote data-quote="Ath'kethin" data-source="post: 8227991" data-attributes="member: 6798775"><p>I've been running low magic/sword & sorcery games using 5e for years. It's possible, and not too difficult; don't believe the naysayers.</p><p></p><p>An easy solution to the magic issue is just ban all full casters, all spellcasting classes and subclasses, or at the very least ban damage-dealing cantrips. I ran several successful games featuring no full casters except the warlock, and they were awesome. Well also reskinned Eldritch Blast so it isn't just a magic raygun, which helped a lot.</p><p></p><p>Obviously, there's a lot of managing expectations that needs to happen is such a campaign, and that should be part of your pitch to potential players - don't even wait for Session 0. No full casters means much more limited magical healing, and you need to anticipate that. For my part I also ditched healing POTIONS (where would they come from?) but allowed the warlock to concoct Keoghtom's Ointment. It made for tender, mich more dramatic play, and made the group really weigh the value And necessity of combat.</p><p></p><p>I also just gave everyone max hit points at every level. And while some argue otherwise, I'm A-OK with full healing on a long rest. After all, the Conan stories don't really focus on his time laid up in convalescent care, now do they? Let the characters be bold and dramatic.</p><p></p><p>The Primeval Thule campaign setting has a 5e version, and it combined with the Primeval Thule Player's Companion has tons of flavor and options for such a campaign. Note that the restrictions I mention above are my own, and nothing in the PTCS even suggests following that course. I (and my groups) felt the changes really enhanced the feel of the setting and game, but those changes are not really necessary.</p><p></p><p>I'm sure someone will mention Xoth in this discussion, which is fine; there's a 5e Xoth document that has some more ideas on adapting 5e to Sword & Sorcery. It's pretty good, but I don't agree with all of it's ideas. The Xoth adventures are pretty solid, though, and very evocative. </p><p></p><p>Most 5e adventure from WotC require heavy adjustment to work as Sword & Sorcery stories. IME Lost Mine of Phandelver and Tomb of Annihilation were easiest to rejigger this way, but of course YMMV. I prefer strings of shorter, episodic adventures to running the longer arcs, and there are plenty to choose from (there are quite a few Primeval Thule adventures, for example, in addition to the Xoth stuff).</p></blockquote><p></p>
[QUOTE="Ath'kethin, post: 8227991, member: 6798775"] I've been running low magic/sword & sorcery games using 5e for years. It's possible, and not too difficult; don't believe the naysayers. An easy solution to the magic issue is just ban all full casters, all spellcasting classes and subclasses, or at the very least ban damage-dealing cantrips. I ran several successful games featuring no full casters except the warlock, and they were awesome. Well also reskinned Eldritch Blast so it isn't just a magic raygun, which helped a lot. Obviously, there's a lot of managing expectations that needs to happen is such a campaign, and that should be part of your pitch to potential players - don't even wait for Session 0. No full casters means much more limited magical healing, and you need to anticipate that. For my part I also ditched healing POTIONS (where would they come from?) but allowed the warlock to concoct Keoghtom's Ointment. It made for tender, mich more dramatic play, and made the group really weigh the value And necessity of combat. I also just gave everyone max hit points at every level. And while some argue otherwise, I'm A-OK with full healing on a long rest. After all, the Conan stories don't really focus on his time laid up in convalescent care, now do they? Let the characters be bold and dramatic. The Primeval Thule campaign setting has a 5e version, and it combined with the Primeval Thule Player's Companion has tons of flavor and options for such a campaign. Note that the restrictions I mention above are my own, and nothing in the PTCS even suggests following that course. I (and my groups) felt the changes really enhanced the feel of the setting and game, but those changes are not really necessary. I'm sure someone will mention Xoth in this discussion, which is fine; there's a 5e Xoth document that has some more ideas on adapting 5e to Sword & Sorcery. It's pretty good, but I don't agree with all of it's ideas. The Xoth adventures are pretty solid, though, and very evocative. Most 5e adventure from WotC require heavy adjustment to work as Sword & Sorcery stories. IME Lost Mine of Phandelver and Tomb of Annihilation were easiest to rejigger this way, but of course YMMV. I prefer strings of shorter, episodic adventures to running the longer arcs, and there are plenty to choose from (there are quite a few Primeval Thule adventures, for example, in addition to the Xoth stuff). [/QUOTE]
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