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Community
General Tabletop Discussion
*Dungeons & Dragons
Trying to Lessen the Level of Magic in 5e
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<blockquote data-quote="Psikerlord#" data-source="post: 6753237" data-attributes="member: 93321"><p>I agree that you can strip out magic items with no problems, really. </p><p></p><p>The only thing might be healing potions - which I think you can refluff as herbal mixtures or whatever that restore HP instead of magical. </p><p></p><p>I think for PT, I quite like a Warlock only full caster, and removing the rest, as opposed to all of them. The Warlock only gets 2 spells/short rest for the first half of its career, so not too much spam there. I would also increase ritual casting time to d4 hours to reduce spam further. </p><p></p><p>I think removing flashy spells is easy - just take them off the list, or reflavour them to be a non-flashy substitute. Eg instead of fireball, there is deathball, which is a fleeting black mist that sucks hp away instead of a massive explosion!</p><p></p><p>I agree monster selection will be critical to keep the low magic vibe. PT seems to have that covered well. </p><p></p><p>As for restoring HP via skill checks etc.... I think you could achieve 2(b) easier with herbal healing poultices etc, instead of magic healing potions. I like 2(a) a lot - that is a great use of Medicine which could be in any 5e game. I am not so sure about 2(c) - is that a transferring of HD between PCs? If so, I feel that is more of a magical than mundane effect. </p><p></p><p>Additionally I think throwing a warlord class with mundane healing into the mix would also work brilliantly in PT. Fingers crossed we see one in Players Companion <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p></blockquote><p></p>
[QUOTE="Psikerlord#, post: 6753237, member: 93321"] I agree that you can strip out magic items with no problems, really. The only thing might be healing potions - which I think you can refluff as herbal mixtures or whatever that restore HP instead of magical. I think for PT, I quite like a Warlock only full caster, and removing the rest, as opposed to all of them. The Warlock only gets 2 spells/short rest for the first half of its career, so not too much spam there. I would also increase ritual casting time to d4 hours to reduce spam further. I think removing flashy spells is easy - just take them off the list, or reflavour them to be a non-flashy substitute. Eg instead of fireball, there is deathball, which is a fleeting black mist that sucks hp away instead of a massive explosion! I agree monster selection will be critical to keep the low magic vibe. PT seems to have that covered well. As for restoring HP via skill checks etc.... I think you could achieve 2(b) easier with herbal healing poultices etc, instead of magic healing potions. I like 2(a) a lot - that is a great use of Medicine which could be in any 5e game. I am not so sure about 2(c) - is that a transferring of HD between PCs? If so, I feel that is more of a magical than mundane effect. Additionally I think throwing a warlord class with mundane healing into the mix would also work brilliantly in PT. Fingers crossed we see one in Players Companion :D [/QUOTE]
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Trying to Lessen the Level of Magic in 5e
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