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What is "grim and gritty" and "low magic" anyway?
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<blockquote data-quote="Desdichado" data-source="post: 1420050" data-attributes="member: 2205"><p>Rather than saying "low magic sucks just because" I think a more useful discussion would be how to make low magic, grim and gritty d20 games work.</p><p></p><p>I've tried a few things, and I like all of the following:</p><ul> <li data-xf-list-type="ul">Damage Conversion from Unearthed Arcana is very helpful in keeping PCs from dying if they really like to get into the thick of combat.</li> <li data-xf-list-type="ul">Lowered massive damage threshold is complemented by making a failed save result in instant -1 HP rather than instant death. You still take the PCs out, but he's got a chance to stabilize and live to fight another day.</li> <li data-xf-list-type="ul">Treat Injury from d20 Modern, especially with feats like Surgery, etc. to complement it, help to speed up healing without requiring magic. Some kind of herblore that works to speed up healing times would also be appropriate without "breaking genre" and simply being magic healing.</li> <li data-xf-list-type="ul">As Gothmog mentioned, give the PCs obvious outs -- they can navigate some encounters without actually fighting, which only helps to conserve party resources for the fights that really matter. It's just as tense to try and sneak through some gauntlet, or negotiate your way out of a tight spot as it is to pull out your sword and start chopping. Retreat should normally be an option as well; nobody wants to be stuck in a hopeless fight.</li> <li data-xf-list-type="ul">You have to be really careful about monsters, and essentially take CRs with a grain of salt. More like a big bag of rock salt; the kind they throw on roads to melt the ice. Simple abilities like incorporeality (to use one example) can make a "low challenge" opponent become nigh invincible without magic missile, magic weapons, etc. One way to handle this is limited use magic as well, although make it so the PCs have to make tough choices and not burn up those limited uses before they really need them.</li> <li data-xf-list-type="ul">Keep an eye on your players; if they're feeling put upon, they won't enjoy themselves as much. But most of this is advice that applies for both "standard" and "money haul" campaigns as well, really.</li> </ul></blockquote><p></p>
[QUOTE="Desdichado, post: 1420050, member: 2205"] Rather than saying "low magic sucks just because" I think a more useful discussion would be how to make low magic, grim and gritty d20 games work. I've tried a few things, and I like all of the following: [list] [*]Damage Conversion from Unearthed Arcana is very helpful in keeping PCs from dying if they really like to get into the thick of combat. [*]Lowered massive damage threshold is complemented by making a failed save result in instant -1 HP rather than instant death. You still take the PCs out, but he's got a chance to stabilize and live to fight another day. [*]Treat Injury from d20 Modern, especially with feats like Surgery, etc. to complement it, help to speed up healing without requiring magic. Some kind of herblore that works to speed up healing times would also be appropriate without "breaking genre" and simply being magic healing. [*]As Gothmog mentioned, give the PCs obvious outs -- they can navigate some encounters without actually fighting, which only helps to conserve party resources for the fights that really matter. It's just as tense to try and sneak through some gauntlet, or negotiate your way out of a tight spot as it is to pull out your sword and start chopping. Retreat should normally be an option as well; nobody wants to be stuck in a hopeless fight. [*]You have to be really careful about monsters, and essentially take CRs with a grain of salt. More like a big bag of rock salt; the kind they throw on roads to melt the ice. Simple abilities like incorporeality (to use one example) can make a "low challenge" opponent become nigh invincible without magic missile, magic weapons, etc. One way to handle this is limited use magic as well, although make it so the PCs have to make tough choices and not burn up those limited uses before they really need them. [*]Keep an eye on your players; if they're feeling put upon, they won't enjoy themselves as much. But most of this is advice that applies for both "standard" and "money haul" campaigns as well, really. [/list] [/QUOTE]
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