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General Tabletop Discussion
*Pathfinder & Starfinder
Unintended(?) Consequence of No More X-Mas Tree?
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<blockquote data-quote="Geron Raveneye" data-source="post: 3927791" data-attributes="member: 2268"><p>Oh, I agree, there's plenty of ways how to make magical items less important, and still keep the characters from becoming "magical superheroes".</p><p></p><p>But considering that the chosen way to keep wizards from being scroll/wand dependant for more spells/day is to give them more powers that come "per encounter", and considering that the Book of Nine Swords has been cited as a prime influence on fighter abilities, and considering that monsters still retain quite a high power level, magically speaking (at least from what I've seen so far), I only see 4E internalizing a lot of magical power in order to make the characters independent from gadgets.</p><p></p><p>Also, and here I admit my little piece of speculation, I have the impression that "magical powers are COOL" is still a well-trodden path to attract people to play the game. I'm not talking about Wuxia, mind you, or anime-style stuff. Just the "usual" D&D crop of magical effects, only now more internalized.</p><p></p><p>All in all, I suspect (no hard proof yet, since the books aren't out) that 3E, or any older edition, will end up being a lot easier to turn into a "low-magic" game than 4E. With 3E, you don't need THAT much work to keep magic from overrunning your game...eliminate new spells/level for casters and give them out by treasure/active research only, limit magical items to "plot items", condense the monster selection to what non-magical characters can still handle (DR/magic should be really rare), and you're well on your way to something low-magic. If more class abilities are magical/supernatural in nature, that will make it a lot harder to have a low-magic game.</p></blockquote><p></p>
[QUOTE="Geron Raveneye, post: 3927791, member: 2268"] Oh, I agree, there's plenty of ways how to make magical items less important, and still keep the characters from becoming "magical superheroes". But considering that the chosen way to keep wizards from being scroll/wand dependant for more spells/day is to give them more powers that come "per encounter", and considering that the Book of Nine Swords has been cited as a prime influence on fighter abilities, and considering that monsters still retain quite a high power level, magically speaking (at least from what I've seen so far), I only see 4E internalizing a lot of magical power in order to make the characters independent from gadgets. Also, and here I admit my little piece of speculation, I have the impression that "magical powers are COOL" is still a well-trodden path to attract people to play the game. I'm not talking about Wuxia, mind you, or anime-style stuff. Just the "usual" D&D crop of magical effects, only now more internalized. All in all, I suspect (no hard proof yet, since the books aren't out) that 3E, or any older edition, will end up being a lot easier to turn into a "low-magic" game than 4E. With 3E, you don't need THAT much work to keep magic from overrunning your game...eliminate new spells/level for casters and give them out by treasure/active research only, limit magical items to "plot items", condense the monster selection to what non-magical characters can still handle (DR/magic should be really rare), and you're well on your way to something low-magic. If more class abilities are magical/supernatural in nature, that will make it a lot harder to have a low-magic game. [/QUOTE]
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