The Myth of the Necessity of Magic Items

f) have the spellcasters write lots and lots of scrolls and brew potions so the PCs can buff before a fight.
g) realise that the CRs no longer match and reevaluete them.
 

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DragonLancer said:
I agree with the OP, it is a myth that all these items are needed. If you remove them but keep the monsters as they are, the higher level games should become a lot more fun and challenging.

Yeah..fun and challenging for casters. I've played in a game that was "low magic"..basically casters work as normal, and monsters are unchanged, but there are no magic items.

After being completely ineffective for a few fights I was frustrated enough to ask the dm to change some things.

Nothing says fun like inefectively swinging your weapon at a monster while the casters do everything.
 

Black_Swan said:
Yeah..fun and challenging for casters. I've played in a game that was "low magic"..basically casters work as normal, and monsters are unchanged, but there are no magic items.

After being completely ineffective for a few fights I was frustrated enough to ask the dm to change some things.

Nothing says fun like inefectively swinging your weapon at a monster while the casters do everything.

I detect a note of sarcasm in your post. I don't understand... aren't pleased and fulfilled in your role as the tactical body armour of the casters?
 

Emirikol said:
Richard:

Rather than overworking yourself studying monsters, just use my standing rule: remove any DR/magic and tack on 50 hit points (per plus). It allows the combats to be much more fun and also eases up any conversion difficulty.

The problem a lot of DM's have is that they may make conversion more work than it needs to be..and probably why so many DM's and players out there are so scared of the words "lower magic campaign" :)

The myth of magic item necessity is based on " well....welll..what about DR monsters?" Hrrmph! :)

jh
No thanks, my group considers that cheating.
 

Emirikol said:
The house rules are very short:
1. All 'magical' classes must be paired up with a non-magical class per 5 levels (e.g. Fighter 1st/wizard 4)
2. Certain spells are knocked up one level (e.g. fly, invisibility, and some spells I know players can find more interesting versions of in those other books everyone owns)

That's it actually. That's not what I consider "very heavy house rules."
Emirikol said:
We use action points and the players have to 'think' before they act
Emirikol said:
Rather than overworking yourself studying monsters, just use my standing rule: remove any DR/magic and tack on 50 hit points (per plus). It allows the combats to be much more fun and also eases up any conversion difficulty.
Would you mind counting the number of house rules again? Action points and converting DR to hit points are both examples of house rules. How many other house rules might you have forgotten?
 





Azgulor said:
If you're fighting a DEITY you should be screwed! :]

At least that's my take. I always found the idea of fighting gods an absurd one, but to each their own.

Azgulor

Part of the idea of Age of Worms is that the party is weakening Kyuss via way of his followers, etc, throughout the entire campaign, IIRC. That should make it at least vaguely more plausible. (I think he's more of a demigod than a 'real' deity in the first place, anyway...)
 

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