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The extreme proliferation of magic in D&D
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<blockquote data-quote="Steverooo" data-source="post: 2629653" data-attributes="member: 9410"><p>Uzis in <u>Boot Hill</u>, or M-16s with full-auto and rifle-integral grenade-launchers, for instance. MOST GMs would balk. Slaver-weapons in <u>Star Trek</u>, the RPG? Again, most GMs would say "No!"</p><p></p><p>Many GMs would like to run lower-magic games, without having to re-write the rules, or compile tables of which creatures they CAN'T use, because they have something like "DR 15/Magic & Silver", while the PCs have no magic weapons, for instance.</p><p></p><p>Still possible, yes, but much harder to do. Many GMs would like this to be easier to accomplish.</p><p></p><p>Without magic, most PCs operate at about CR (Level-4), or so. Much work could be done to help fix this, but that's the problem: Much work!</p><p></p><p>Barbarians, Druids, Rangers, and Rogues with the ability to set simple bow/crossbow, deadfalls, limb-traps, nets, pits, and snares, for example. The current Trapmaking rules don't allow for this. Instead, Rangers get use of the <em>Entangle</em> and <em>Snare</em> spells, instead.</p><p></p><p>Indeed, IMHO, abilities is the way to go. Some things can't be done that way, though. <em>Spider-climb</em>, for example.</p></blockquote><p></p>
[QUOTE="Steverooo, post: 2629653, member: 9410"] Uzis in [U]Boot Hill[/U], or M-16s with full-auto and rifle-integral grenade-launchers, for instance. MOST GMs would balk. Slaver-weapons in [U]Star Trek[/U], the RPG? Again, most GMs would say "No!" Many GMs would like to run lower-magic games, without having to re-write the rules, or compile tables of which creatures they CAN'T use, because they have something like "DR 15/Magic & Silver", while the PCs have no magic weapons, for instance. Still possible, yes, but much harder to do. Many GMs would like this to be easier to accomplish. Without magic, most PCs operate at about CR (Level-4), or so. Much work could be done to help fix this, but that's the problem: Much work! Barbarians, Druids, Rangers, and Rogues with the ability to set simple bow/crossbow, deadfalls, limb-traps, nets, pits, and snares, for example. The current Trapmaking rules don't allow for this. Instead, Rangers get use of the [I]Entangle[/I] and [I]Snare[/I] spells, instead. Indeed, IMHO, abilities is the way to go. Some things can't be done that way, though. [I]Spider-climb[/I], for example. [/QUOTE]
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The extreme proliferation of magic in D&D
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