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General Tabletop Discussion
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What do do when a setting doesn't have magic?
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<blockquote data-quote="Stormonu" data-source="post: 8094385" data-attributes="member: 52734"><p>2E had the Historical series, with some interesting ways of handling D&D from no magic, low magic or even fantastical. It can be done, but some classes/abilities need to be altered or removed. As others have said it'd probably be easier to use another system entirely that's better suited to a "mundane" world.</p><p></p><p>For no/limited magic</p><p></p><p>Bard - no/limited spells, inspire ability has a mundane influence.</p><p>Barbarian - Beserker subclass doesn't need changes, Totem and Storm wouldn't be usable</p><p>Cleric - no/limited spells or channeling, everything else mostly stays</p><p>Druid - no/limited spells or shapechange</p><p>Fighter - no Eldritch knight, everything else unaffected</p><p>Monk - remove class or change abilities to be mundane tricks; no Elemental subclass</p><p>Paladin - no/limited spells, most other abilities stay but have a mundane source</p><p>Ranger - no spells, most other abilities stay</p><p>Rogue - no Arcane Trickster subclass, most other abilities stay</p><p>Sorcerer - remove class</p><p>Warlock - remove class</p><p>Wizard - remove class or limit to Illusionist and 3rd level or less spells (see below)</p><p></p><p>Spells - If allowed, I'd say no spells above 3rd level, limited to healing, enchantments and possibly illusions. Enchantments would be similar in manner to the bard's Inspire ability, using charisma and faith in one's self to gain an actual benefit - so things like True Strike, Bless, Bane, Curse, Enhance Ability and the like might work, just because the individual gains an extraordinary confidence in their own abilities (or lack of such).</p></blockquote><p></p>
[QUOTE="Stormonu, post: 8094385, member: 52734"] 2E had the Historical series, with some interesting ways of handling D&D from no magic, low magic or even fantastical. It can be done, but some classes/abilities need to be altered or removed. As others have said it'd probably be easier to use another system entirely that's better suited to a "mundane" world. For no/limited magic Bard - no/limited spells, inspire ability has a mundane influence. Barbarian - Beserker subclass doesn't need changes, Totem and Storm wouldn't be usable Cleric - no/limited spells or channeling, everything else mostly stays Druid - no/limited spells or shapechange Fighter - no Eldritch knight, everything else unaffected Monk - remove class or change abilities to be mundane tricks; no Elemental subclass Paladin - no/limited spells, most other abilities stay but have a mundane source Ranger - no spells, most other abilities stay Rogue - no Arcane Trickster subclass, most other abilities stay Sorcerer - remove class Warlock - remove class Wizard - remove class or limit to Illusionist and 3rd level or less spells (see below) Spells - If allowed, I'd say no spells above 3rd level, limited to healing, enchantments and possibly illusions. Enchantments would be similar in manner to the bard's Inspire ability, using charisma and faith in one's self to gain an actual benefit - so things like True Strike, Bless, Bane, Curse, Enhance Ability and the like might work, just because the individual gains an extraordinary confidence in their own abilities (or lack of such). [/QUOTE]
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What do do when a setting doesn't have magic?
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