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Trying to Lessen the Level of Magic in 5e
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<blockquote data-quote="Hussar" data-source="post: 6752647" data-attributes="member: 22779"><p>This has been my latest bugaboo. I'm trying to reduce the level of magic in 5e to create a less "fantastic" D&D world. Primarily, this is because I'm going to be running a Primeval Thule campaign, but, also, because it's something I think is somewhat lacking from 5e D&D.</p><p></p><p>Now, by low(ish) magic, I suppose I should define my terms. In my opinion, a campaign can be called low magic if magic is not used in the majority of encounters and if the magic that is used is typically non-special effects type magic. So, something like Cure Light Wounds isn't a major effect, mostly because it's not something that would require a high special effects budget to produce in a movie. Fireball, OTOH, is a big, flash special effect that would make Michael Bay happy. While a ranger dropping an Ensnaring Strike is flavoured as pretty high magic (hit something and vines spread out from the hit and ensnare the creature) it could easily be toned down to a sort of knock down strike that keeps the baddy off balance for a while until the spell wears off. It doesn't have to be big and flashy. It would be hard to make a fireball or turning something into a newt into something that wasn't big and flashy.</p><p></p><p>The nice thing about 5e is that magical bonuses aren't built in. Stripping out most magic items doesn't really hurt the party in terms of party effectiveness.</p><p></p><p>I propose the following changes:</p><p></p><p>1. No full casters. This should be pretty obvious, but, in a campaign with full casters, and casters with at-wills, every single encounter will feature multiple spells, and quite possibly multiple spells per round. Yeah, this is a no-go right off the start. So, no Clerics, Druids, Sorcerers, Warlocks or Wizards. At least no-PC versions anyway.</p><p></p><p>2. HP are a bigger issue here. So, something has to be done to make the party durable enough without needing spells to keep them on their feet. With that in mind, I propose the following:</p><p style="margin-left: 20px">a) A character may make a DC 10 Medicine check to grant advantage on any HD spent. For every 5 the character beats this check by, gain +1 HP. So, a PC that rolls a 21 on his medicine check grants another PC Advantage on HD spent and +2 on the die.</p> <p style="margin-left: 20px">b) A character may make a DC 10 Persuasion or Intimidate Check as an action, to allow an ally to spend 1 HD as a reaction. The ally must be able to see and hear the character making the check.</p> <p style="margin-left: 20px">c) A character can make a DC 14 Medicine check during a rest, to allow an ally to spend a HD. That ally gains no HP. Instead, a second ally gains the HP that the first ally would have gained. Note, this can be combined with the DC 10 Medicine check to grant advantage. (Two separate checks are made). Note, doing this during a rest means that the character making the check is ministering to the wounded and is not resting.</p> <p style="margin-left: 20px"></p><p></p><p>Those, combined with the Healer Feat should work to keep the group on their feet and in the fray for adventuring days. Note, the trick here will be that since HD are only regained at 1/2 speed, the group will lack a bit of depth. But, since you can transfer HD from one PC to another, it should balance out fairly well.</p><p></p><p>3. Magic items. Again, obviously the number of magic items will need to be reduced. I'd advise simply 1/2 rates for random generation. And, when rolling magic items, or selecting, favour consumables over permanent items. Perhaps roll twice, choosing consumables first after the roll.</p><p></p><p>4. Monster selection. Care has to be taken here with monsters. Monsters with resistance become much stronger under this system, so, Xp needs to be adjusted accordingly. Additionally, since the PC's lack status effect removing spells, to any large degree anyway, creatures that have strong effects need to be closely watched.</p><p></p><p>------</p><p></p><p>So, there it is. First draft. I'll be revisiting this soon after further cogitation and hopefully some feedback.</p></blockquote><p></p>
[QUOTE="Hussar, post: 6752647, member: 22779"] This has been my latest bugaboo. I'm trying to reduce the level of magic in 5e to create a less "fantastic" D&D world. Primarily, this is because I'm going to be running a Primeval Thule campaign, but, also, because it's something I think is somewhat lacking from 5e D&D. Now, by low(ish) magic, I suppose I should define my terms. In my opinion, a campaign can be called low magic if magic is not used in the majority of encounters and if the magic that is used is typically non-special effects type magic. So, something like Cure Light Wounds isn't a major effect, mostly because it's not something that would require a high special effects budget to produce in a movie. Fireball, OTOH, is a big, flash special effect that would make Michael Bay happy. While a ranger dropping an Ensnaring Strike is flavoured as pretty high magic (hit something and vines spread out from the hit and ensnare the creature) it could easily be toned down to a sort of knock down strike that keeps the baddy off balance for a while until the spell wears off. It doesn't have to be big and flashy. It would be hard to make a fireball or turning something into a newt into something that wasn't big and flashy. The nice thing about 5e is that magical bonuses aren't built in. Stripping out most magic items doesn't really hurt the party in terms of party effectiveness. I propose the following changes: 1. No full casters. This should be pretty obvious, but, in a campaign with full casters, and casters with at-wills, every single encounter will feature multiple spells, and quite possibly multiple spells per round. Yeah, this is a no-go right off the start. So, no Clerics, Druids, Sorcerers, Warlocks or Wizards. At least no-PC versions anyway. 2. HP are a bigger issue here. So, something has to be done to make the party durable enough without needing spells to keep them on their feet. With that in mind, I propose the following: [indent]a) A character may make a DC 10 Medicine check to grant advantage on any HD spent. For every 5 the character beats this check by, gain +1 HP. So, a PC that rolls a 21 on his medicine check grants another PC Advantage on HD spent and +2 on the die. b) A character may make a DC 10 Persuasion or Intimidate Check as an action, to allow an ally to spend 1 HD as a reaction. The ally must be able to see and hear the character making the check. c) A character can make a DC 14 Medicine check during a rest, to allow an ally to spend a HD. That ally gains no HP. Instead, a second ally gains the HP that the first ally would have gained. Note, this can be combined with the DC 10 Medicine check to grant advantage. (Two separate checks are made). Note, doing this during a rest means that the character making the check is ministering to the wounded and is not resting. [/indent] Those, combined with the Healer Feat should work to keep the group on their feet and in the fray for adventuring days. Note, the trick here will be that since HD are only regained at 1/2 speed, the group will lack a bit of depth. But, since you can transfer HD from one PC to another, it should balance out fairly well. 3. Magic items. Again, obviously the number of magic items will need to be reduced. I'd advise simply 1/2 rates for random generation. And, when rolling magic items, or selecting, favour consumables over permanent items. Perhaps roll twice, choosing consumables first after the roll. 4. Monster selection. Care has to be taken here with monsters. Monsters with resistance become much stronger under this system, so, Xp needs to be adjusted accordingly. Additionally, since the PC's lack status effect removing spells, to any large degree anyway, creatures that have strong effects need to be closely watched. ------ So, there it is. First draft. I'll be revisiting this soon after further cogitation and hopefully some feedback. [/QUOTE]
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