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What do do when a setting doesn't have magic?
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<blockquote data-quote="Ath'kethin" data-source="post: 8093193" data-attributes="member: 6798775"><p>5e works beautifully as a low magic or no magic game; it's all I've ever run with it and I frankly see no reason to run it any other way.</p><p></p><p>Certainly, some assumptions needed to change in my games, and players/PCs need to approach many situations quite differently. But there is a host of literature that approaches settings from this perspective, which can be a great guide.</p><p></p><p>When I run 5e, I use the Primeval Thule setting as a baseline, integrating aspects of the World of Xoth. It's very Sword & Sorcery, very Conan/Fafhrd & the Mouser esque.</p><p></p><p>I ban all full casters except warlocks and all magic-using subclasses of other classes. As others have noted, this approach leaves plenty of character class/subclass options. In my games monks are a goblin tradition, which adds some interesting background to any character that wants to follow that path.</p><p></p><p>I DO allow the Ritual Caster feat, as well as Magic Initiate and the feat chain stemming from it that was in one of the playtest packets. I also add the Ritual tag to Magic Circle (why wasn't it there already?).</p><p></p><p>Now, I don't go NO magic (obviously from the above), and I still have some magic items, but my approach is that any item with a name (i.e. Flame Tongue) is unique and there is only one of them in the world. More generic items (arrows +1) are non-magical, so they might still provide an attack and damage bonus but do not bypass damage resistance/immunity.</p><p></p><p>I've run three campaigns this way since 2015, with a total of 11 players, and the campaigns were awesome. The biggest was Tomb of Annihilation, which was also the only "official" one I used in its entirety, and all were roaring successes both in my opinion and according to the players in them</p><p></p><p>Especially if you've already put a bunch of money I to 5e books, there's absolutely no reason to pick up a different game to do what you want here. It works fine.</p></blockquote><p></p>
[QUOTE="Ath'kethin, post: 8093193, member: 6798775"] 5e works beautifully as a low magic or no magic game; it's all I've ever run with it and I frankly see no reason to run it any other way. Certainly, some assumptions needed to change in my games, and players/PCs need to approach many situations quite differently. But there is a host of literature that approaches settings from this perspective, which can be a great guide. When I run 5e, I use the Primeval Thule setting as a baseline, integrating aspects of the World of Xoth. It's very Sword & Sorcery, very Conan/Fafhrd & the Mouser esque. I ban all full casters except warlocks and all magic-using subclasses of other classes. As others have noted, this approach leaves plenty of character class/subclass options. In my games monks are a goblin tradition, which adds some interesting background to any character that wants to follow that path. I DO allow the Ritual Caster feat, as well as Magic Initiate and the feat chain stemming from it that was in one of the playtest packets. I also add the Ritual tag to Magic Circle (why wasn't it there already?). Now, I don't go NO magic (obviously from the above), and I still have some magic items, but my approach is that any item with a name (i.e. Flame Tongue) is unique and there is only one of them in the world. More generic items (arrows +1) are non-magical, so they might still provide an attack and damage bonus but do not bypass damage resistance/immunity. I've run three campaigns this way since 2015, with a total of 11 players, and the campaigns were awesome. The biggest was Tomb of Annihilation, which was also the only "official" one I used in its entirety, and all were roaring successes both in my opinion and according to the players in them Especially if you've already put a bunch of money I to 5e books, there's absolutely no reason to pick up a different game to do what you want here. It works fine. [/QUOTE]
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