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General Tabletop Discussion
*TTRPGs General
The Difficulties Of Running Low Magic Campaigns
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<blockquote data-quote="Dannyalcatraz" data-source="post: 7737312" data-attributes="member: 19675"><p>Whether or not they deal significant damage or even hit, I still view <em>the attempt</em> as meaningful contribution. Ditto the use of grenade like projectiles (which, depending on the caster and his projectile choices, may be even more effective). Part of that is because 1) nobody hits all the time and 2) by conserving spells until they’re needed, they get a lot more mileage out of their resources.</p><p></p><p><strong>Now, that’s in standard D&D mid/high level magic campaigns.</strong></p><p></p><p>But in a low-magic setting- depending on the particular type of low magic we’re discussing- that caster may have even fewer magical resources, and therefore must rely more on non-magical actions. That’s why I used the restrictions I did in low-magic D&D games (mentioned upthread): the half casters are already built with those other resources as part of their classes; the leveling restrictions ensured that the PCs would have more HP and better accuracy in combat.</p><p></p><p>And, as always, there are build decisions that will have significant long-lasting effects on the efficacy of a given caster. If you’re taking a lot of spells that require ranged attack rolls, like rays, you’re going to be better with ranged weapons than the typical caster. If I build a character like that, I try to make sure they have access to LOTS of ranged weapons. A single class dip to expand weapon proficiencies coupled with a Quiver of Ehlonna filled to the brim makes for a magic-slinger who can at least make enemies reconsider the pros and cons of closing the distance as he flings spears and javelins.</p><p></p><p>Or remember the Knowledge Devotion Feat?</p><p></p><p></p><p>Either dipping into skill monkey classes or just using the amount of bonus skill points due to casters’ general penchant for above average intelligence turns this into a nice boost to attack & damage.</p><p></p><p>Similarly the Reserve Feats and Alternative Class (or Race) features that granted additional/at-will minor magical options have an outsized effect in low-magic campaigns. (Once the PC is of sufficient level to gain their benefit, of course.)</p></blockquote><p></p>
[QUOTE="Dannyalcatraz, post: 7737312, member: 19675"] Whether or not they deal significant damage or even hit, I still view [I]the attempt[/I] as meaningful contribution. Ditto the use of grenade like projectiles (which, depending on the caster and his projectile choices, may be even more effective). Part of that is because 1) nobody hits all the time and 2) by conserving spells until they’re needed, they get a lot more mileage out of their resources. [B]Now, that’s in standard D&D mid/high level magic campaigns.[/B] But in a low-magic setting- depending on the particular type of low magic we’re discussing- that caster may have even fewer magical resources, and therefore must rely more on non-magical actions. That’s why I used the restrictions I did in low-magic D&D games (mentioned upthread): the half casters are already built with those other resources as part of their classes; the leveling restrictions ensured that the PCs would have more HP and better accuracy in combat. And, as always, there are build decisions that will have significant long-lasting effects on the efficacy of a given caster. If you’re taking a lot of spells that require ranged attack rolls, like rays, you’re going to be better with ranged weapons than the typical caster. If I build a character like that, I try to make sure they have access to LOTS of ranged weapons. A single class dip to expand weapon proficiencies coupled with a Quiver of Ehlonna filled to the brim makes for a magic-slinger who can at least make enemies reconsider the pros and cons of closing the distance as he flings spears and javelins. Or remember the Knowledge Devotion Feat? Either dipping into skill monkey classes or just using the amount of bonus skill points due to casters’ general penchant for above average intelligence turns this into a nice boost to attack & damage. Similarly the Reserve Feats and Alternative Class (or Race) features that granted additional/at-will minor magical options have an outsized effect in low-magic campaigns. (Once the PC is of sufficient level to gain their benefit, of course.) [/QUOTE]
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