John Crichton
First Post
I find it easier to run low magic so that's what most of my homebrews end up being. However, I am not opposed to high-magic if it is done with flare and care.
Gothmog said:Why try to come up with a clever ruse to infiltrate the thieves guild when you can simply charm the door guard to let you in?
Where is the fun in blowing up the wicked lord with a fireball when you can make him think he is cursed by creatively using a few low-level spells?
In general, I have found that high magic levels encourage the players to use it to solve every problem, while missing out on interesting role-playing possibilities.
Sixchan said:
In FR Mystra restricted access to 10th level spells and above, right?
hong said:
Well, d00d, those 10th level spells Save Game and Restore Game just played havoc with continuity.
Korimyr the Rat said:
I'm thinking maybe you could just give every character a few Hero points (from 4CTF) every level, to use on a carefully-selected group of powers-- perhaps with those abilities determined by class-- and then simply tone down or completely eschew the use of magic items in the game. Of course, this would take a bit of power away from the spellcasters, since creating magical items is one of their better class abilities...
nemmerle said:I don't understand why you have to give the characters anything extra when you run a low magic setting.
The truth is the balance of a game is in the hands of the GM and no rule set is ever going to give you a perfect sense of balance.
I have been running my low magic "Out of the Frying Pan" game for nearly two years, and I think it is finely balanced - the party is about to hit 7th level (or so) - and I am just careful about how I design encounters. . .
nemmerle said:I don't understand why you have to give the characters anything extra when you run a low magic setting.
The truth is the balance of a game is in the hands of the GM and no rule set is ever going to give you a perfect sense of balance.
I have been running my low magic "Out of the Frying Pan" game for nearly two years, and I think it is finely balanced - the party is about to hit 7th level (or so) - and I am just careful about how I design encounters. . . I know what the book calls a CR 7 monster is going to wipe out a lot more than 20% of this party's resources - so I go for interesting and new encounters - combats that require some role-playing to "defeat" - and always instill the fear that not evrything in the world is designed for them to beat - run away or die is sometimes the only solution.