Unfortunately, my mortgage balance isn't an illusion.green slime said:Given the property market in Oz, I'd say it wasn't just your bank balance that is an illusion...
hong said:Unfortunately, my mortgage balance isn't an illusion.![]()
hong said:Unfortunately, my mortgage balance isn't an illusion.![]()
green slime said:No, I've got one of those as well. They are like some kind of ethereal-filcher lich with an extremely well hidden phylactery. Constantly leaping out from nowhere, grappling you top the ground, tearing out the contents of your wallet.
I agree with that totally. I don't think that anyone here is sayin the having a low-magic campaign is the wrong way to play. We are just trying to understand how you are making it viable (i.e. the player's actually have a decent chance of survival) without massive house-rules, deux ex machina, and completely retooling encounters.Thornir Alekeg said:I think we have an episode for next season's Mythbusters!
Of course in actuality, if someone would not enjoy a game without magic items, then they are in fact necessary for them.
The only real myth is that one person's way of playing is a better way to play the game than someone else's.
wayne62682 said:I don't think it's a myth at all, its an effect from the design of 3.5. The game emphasizes magic items, so much that the rules even state that you should be able to BUY THEM instead of the old-school methodology where you had to find them as treasure. Fighters NEED magic items, or they're even more pathetic than usual (I won't go into that diatribe here, but I'm sure we've all heard it before).
Low-magic D&D does not work unless you make copious rules adjustments. This is by design. Magic items are practically necessary unless you play near-TPK games all the time, because in a low/no magic area the PCs are not going to be able to cope with monsters face-to-face.
molonel said:I think people are simply saying that you're making it sound like it's easy, with few house rules required, when in fact the game needs to be tailored on several aspects at mid- and upper levels
Yes, but you also believe balance is an illusion.Darrell said:What I've been arguing, however, is that it is easy, or at least in my experience. I'm currently running an 'upper-mid-level' campaign. I use virtually no house rules, and the magic item proliferation issue is resolved in one line in my campaign document, saying simply, "Don't plan on seeing a lot of magic items, either in your hands or the villains'." My players don't take item creation feats and such stuff, and neither do their foes. The fact that something exists in the ruleset doesn't mean it necessarily has to be utilized. It's true that I dont use a lot of the 'DR' foes from the MM, but that's more because a good many of them are extraplanar critters, and we're a very 'earthbound' bunch, than because of any mechanical reason.
Regards,
Darrell