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The extreme proliferation of magic in D&D
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<blockquote data-quote="RangerWickett" data-source="post: 2622302" data-attributes="member: 63"><p>I have run high-magic games, and for me the problem wasn't that there was too much magic (the setting was intended to have lots of magic, after all), but rather the amount of book-keeping. The players were in the "Magic items! Must hoard!" mindset, so they'd end up with tons of minor magic items because their enemies also had tons of minor magic items. I didn't like coming up with tons of minor magic items. I mean, like, I know that modern soldiers carry lots of grenades and guns and other gear, and if you killed one you'd loot him too, but in a setting with magic there was too much variety for me to keep track of everything I'd given to the PCs.</p><p></p><p>So while I like high-magic games (they challenge my thinking, and prevent me from having stale adventures), I don't like the current rules set up for magic items. Trivial things like potions should not be such a pain in the ass to track at high level.</p><p></p><p>As for low-magic games . . . well, I wrote a book for handling magic to make it seem more like what you see in myths (see my sig), but that's more an aspect of making magic more flavorful and mysterious, not necessarily less prevalent.</p></blockquote><p></p>
[QUOTE="RangerWickett, post: 2622302, member: 63"] I have run high-magic games, and for me the problem wasn't that there was too much magic (the setting was intended to have lots of magic, after all), but rather the amount of book-keeping. The players were in the "Magic items! Must hoard!" mindset, so they'd end up with tons of minor magic items because their enemies also had tons of minor magic items. I didn't like coming up with tons of minor magic items. I mean, like, I know that modern soldiers carry lots of grenades and guns and other gear, and if you killed one you'd loot him too, but in a setting with magic there was too much variety for me to keep track of everything I'd given to the PCs. So while I like high-magic games (they challenge my thinking, and prevent me from having stale adventures), I don't like the current rules set up for magic items. Trivial things like potions should not be such a pain in the ass to track at high level. As for low-magic games . . . well, I wrote a book for handling magic to make it seem more like what you see in myths (see my sig), but that's more an aspect of making magic more flavorful and mysterious, not necessarily less prevalent. [/QUOTE]
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