Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Rocket your D&D 5E and Level Up: Advanced 5E games into space! Alpha Star Magazine Is Launching... Right Now!
Community
General Tabletop Discussion
*TTRPGs General
The nature of High/Low Magic
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Raven Crowking" data-source="post: 1567062" data-attributes="member: 18280"><p>I am in the camp of "rare magic", but I make a lot of exceptions to this rule. First off, the PCs gain their magic according to class. I've incorporated the ley line rules from Heroes of High Favor: Elves as well, so PCs actually have <em>more</em> personal magic available to them than in baseline D&D. Of course, this system requires checks, and there are potential pitfalls if those checks fail.</p><p></p><p>There are no magic shoppes IMC, and XP rewards are halved. The first is for feel, and the second is because I think the current "growth rate" doesn't allow PCs to fully explore what their characters can do at any given level. This does cause PCs to be less likely to spend XP on making magic items, but they do like the totem spirit/sacred bundle rules I have introduced. They are low-level now (1-3), and high level NPCs are rare enough that dead means dead. This will, of course, change.</p><p></p><p>I honestly don't believe that "rare magic" equals "low magic". </p><p></p><p>IMC, I have introduced not one, not two, but three cosmology-spanning conflicts that are pre-made for epic levels, and the characters are being introduced to them <em><strong>now</strong></em>. By telegraphing these conflicts at the beginning, I can feel relatively certain that, as my PCs grow, their involvement (both game and personal) will grow with them. When I say "cosmology-spanning", btw, I mean end-of-the-multiverse type stuff. Or, at least, the campaign multiverse. And, yes, I expect my epic-level PCs to be capable of dealing with threats of this magnitude. If not, there's always divine ascension.</p><p></p><p>IMHO, low-magic vs. high magic is about what magic can <strong><em>do</em></strong>, whereas rare-magic vs. common-magic is about how easy magic is to <strong><em>get</em></strong>. IMC, I prefer a lesser number of more powerful items. I'd rather give a +3 keen ghost-touch sword to a 1st-level fighter than 30 +1 swords. Similarly, I don't mind giving the low-level spellcaster a staff with multiple functions that he can discover over the course of a level or two. I currently have a 2nd level druid IMC whose staff can cast <em>Ice Storm</em> (that they know of). At the same time, because magic and gold are rare, they still haven't managed to use <em>Identify</em> on anything. </p><p></p><p>So, what does that make me? I'd say I'm in the "magic is rare but powerful" camp. Is that low magic? High magic? Either way, it certainly has 21+ levels of conflict designed right into it.</p><p></p><p>Raven Crowking</p></blockquote><p></p>
[QUOTE="Raven Crowking, post: 1567062, member: 18280"] I am in the camp of "rare magic", but I make a lot of exceptions to this rule. First off, the PCs gain their magic according to class. I've incorporated the ley line rules from Heroes of High Favor: Elves as well, so PCs actually have [I]more[/I] personal magic available to them than in baseline D&D. Of course, this system requires checks, and there are potential pitfalls if those checks fail. There are no magic shoppes IMC, and XP rewards are halved. The first is for feel, and the second is because I think the current "growth rate" doesn't allow PCs to fully explore what their characters can do at any given level. This does cause PCs to be less likely to spend XP on making magic items, but they do like the totem spirit/sacred bundle rules I have introduced. They are low-level now (1-3), and high level NPCs are rare enough that dead means dead. This will, of course, change. I honestly don't believe that "rare magic" equals "low magic". IMC, I have introduced not one, not two, but three cosmology-spanning conflicts that are pre-made for epic levels, and the characters are being introduced to them [I][B]now[/B][/I]. By telegraphing these conflicts at the beginning, I can feel relatively certain that, as my PCs grow, their involvement (both game and personal) will grow with them. When I say "cosmology-spanning", btw, I mean end-of-the-multiverse type stuff. Or, at least, the campaign multiverse. And, yes, I expect my epic-level PCs to be capable of dealing with threats of this magnitude. If not, there's always divine ascension. IMHO, low-magic vs. high magic is about what magic can [B][I]do[/I][/B], whereas rare-magic vs. common-magic is about how easy magic is to [B][I]get[/I][/B]. IMC, I prefer a lesser number of more powerful items. I'd rather give a +3 keen ghost-touch sword to a 1st-level fighter than 30 +1 swords. Similarly, I don't mind giving the low-level spellcaster a staff with multiple functions that he can discover over the course of a level or two. I currently have a 2nd level druid IMC whose staff can cast [I]Ice Storm[/I] (that they know of). At the same time, because magic and gold are rare, they still haven't managed to use [I]Identify[/I] on anything. So, what does that make me? I'd say I'm in the "magic is rare but powerful" camp. Is that low magic? High magic? Either way, it certainly has 21+ levels of conflict designed right into it. Raven Crowking [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
The nature of High/Low Magic
Top