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What is "grim and gritty" and "low magic" anyway?
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<blockquote data-quote="Belegbeth" data-source="post: 1422178" data-attributes="member: 17228"><p>These suggestions are all excellent. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite6" alt=":cool:" title="Cool :cool:" loading="lazy" data-shortname=":cool:" /> </p><p></p><p>I ran a very exciting "low magic" campaign two years ago using many of these ideas. The key to doing this -- as pointed out in this post -- is not to nerf or fiddle too much with the mechanics themselves. Rather, the DM needs to use the features of his campaign world in order to encourage a "low magic" feel. Secretive 'colleges of magic,' or mysterious 'divine cults,' that are reluctant to impart their 'esoteric lore' without some kind of service is a great way to further good PC role-playing, exciting plots and adventures within the campaign, and a 'low magic' feel within the world as a whole (in which magic remains 'mysterious' and 'dangerous').</p><p></p><p>Requiring pure spellcasters (wizards, clerics, etc.) to take a few levels in another class before being 'introduced' to the ways of magic maintains game balance, since the game rules accommodate multi-class characters. </p><p></p><p>The only mechanical change I introduced in my game was to treat all spell-casting as a full-round action.</p></blockquote><p></p>
[QUOTE="Belegbeth, post: 1422178, member: 17228"] These suggestions are all excellent. :cool: I ran a very exciting "low magic" campaign two years ago using many of these ideas. The key to doing this -- as pointed out in this post -- is not to nerf or fiddle too much with the mechanics themselves. Rather, the DM needs to use the features of his campaign world in order to encourage a "low magic" feel. Secretive 'colleges of magic,' or mysterious 'divine cults,' that are reluctant to impart their 'esoteric lore' without some kind of service is a great way to further good PC role-playing, exciting plots and adventures within the campaign, and a 'low magic' feel within the world as a whole (in which magic remains 'mysterious' and 'dangerous'). Requiring pure spellcasters (wizards, clerics, etc.) to take a few levels in another class before being 'introduced' to the ways of magic maintains game balance, since the game rules accommodate multi-class characters. The only mechanical change I introduced in my game was to treat all spell-casting as a full-round action. [/QUOTE]
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