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The Myth of the Necessity of Magic Items
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<blockquote data-quote="icedrake" data-source="post: 3383685" data-attributes="member: 9238"><p>I retract what I have said partly due to a confusion of low vs no magic and partly because of a personal history of a poorly ran campaign in "low" magic game a few years ago. It was a personality conflict with the DM and a game I should have quit long before I even agreed to play in it.</p><p></p><p>You are actually in fact changing the monsters. DR to hp, fine change given a lack of magic weapons in a party, but still a change non-the-else. I would do the same thing in that stitatuion.</p><p></p><p>Only 4 of the base classes in the PHB actually don't cast any magic. Four have access to spell lists ranging from 0-9, two have access to divine spells 1-4 and another ony has access to 0-6. Though not often thought of as a significant contribution to the class, there are some pretty neat ranger and paladins spells if you open up access to the spell compendium. Hunter's Eye's great as is arrow storm. The fact they have a spell list lets them use wands, which is what I normally remember when taking ranger or paladin levels verses actually worrying about my one or two spell slots.</p><p></p><p>Depending on the avaiability of wands, in a low magic game, clerics and druids have the ability to dominate the game just from the PHB alone. Once high enough, everyone gets access to a casting of greater magic weapon and magic vestiment. Though the cleric lacks some healing spells for the day due to the buffs, each melee combatant should be hit less and doing more damage with them. The AC and damage boost should compensate a bit for the lack of healing except in some harder fights. A druid doesn't even need any weapons or armor past level 5. Do you force these classes to take one level of a martial class?</p><p></p><p>What sources are you allowing your players to draw from?</p></blockquote><p></p>
[QUOTE="icedrake, post: 3383685, member: 9238"] I retract what I have said partly due to a confusion of low vs no magic and partly because of a personal history of a poorly ran campaign in "low" magic game a few years ago. It was a personality conflict with the DM and a game I should have quit long before I even agreed to play in it. You are actually in fact changing the monsters. DR to hp, fine change given a lack of magic weapons in a party, but still a change non-the-else. I would do the same thing in that stitatuion. Only 4 of the base classes in the PHB actually don't cast any magic. Four have access to spell lists ranging from 0-9, two have access to divine spells 1-4 and another ony has access to 0-6. Though not often thought of as a significant contribution to the class, there are some pretty neat ranger and paladins spells if you open up access to the spell compendium. Hunter's Eye's great as is arrow storm. The fact they have a spell list lets them use wands, which is what I normally remember when taking ranger or paladin levels verses actually worrying about my one or two spell slots. Depending on the avaiability of wands, in a low magic game, clerics and druids have the ability to dominate the game just from the PHB alone. Once high enough, everyone gets access to a casting of greater magic weapon and magic vestiment. Though the cleric lacks some healing spells for the day due to the buffs, each melee combatant should be hit less and doing more damage with them. The AC and damage boost should compensate a bit for the lack of healing except in some harder fights. A druid doesn't even need any weapons or armor past level 5. Do you force these classes to take one level of a martial class? What sources are you allowing your players to draw from? [/QUOTE]
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