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why the attraction to "low magic"?
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<blockquote data-quote="I'm A Banana" data-source="post: 1691612" data-attributes="member: 2067"><p>Yes, but if your player game to you and said "I want to be the child of a god, and here's my 40 strength and 30 Con, because I'm the child of a god, and I can beat the snot out of a river and never get hit" it'd be acceptable?</p><p> </p><p>My campaign is high magic, but low-loot. The characters choose a patron (a deity, a dragon, an ancestor, an animal spirit), and they gain powers related to that patron instead of magical items. I don't reduce the GP, I just give them 'treasure' in the form of powers rather than magic items, same cost. The exception is the artificer, but even he gets magic powers from his patron when he's not constructing items. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> Basically, my solution is Janx's: the players don't need items if I give them powers that the items were meant to do.</p><p> </p><p> </p><p>And this is pretty insulting, man. Just because people groove on powerful characters doesn't mean their characters are devoid of thought...heck, high-level D&D almost mandates more thought and planning, because one wrong step, and you're the subject of a save-or-die spell, and done for, for long enough to make sure your enemies can succeed. When all your marbles hinge on your careful actions, you have to think a LOT more about what to do.</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 1691612, member: 2067"] Yes, but if your player game to you and said "I want to be the child of a god, and here's my 40 strength and 30 Con, because I'm the child of a god, and I can beat the snot out of a river and never get hit" it'd be acceptable? My campaign is high magic, but low-loot. The characters choose a patron (a deity, a dragon, an ancestor, an animal spirit), and they gain powers related to that patron instead of magical items. I don't reduce the GP, I just give them 'treasure' in the form of powers rather than magic items, same cost. The exception is the artificer, but even he gets magic powers from his patron when he's not constructing items. ;) Basically, my solution is Janx's: the players don't need items if I give them powers that the items were meant to do. And this is pretty insulting, man. Just because people groove on powerful characters doesn't mean their characters are devoid of thought...heck, high-level D&D almost mandates more thought and planning, because one wrong step, and you're the subject of a save-or-die spell, and done for, for long enough to make sure your enemies can succeed. When all your marbles hinge on your careful actions, you have to think a LOT more about what to do. [/QUOTE]
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why the attraction to "low magic"?
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