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why the attraction to "low magic"?
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<blockquote data-quote="kigmatzomat" data-source="post: 1694488" data-attributes="member: 9254"><p>Okay. Here's the short form for my "low magic" game. FYI, it's heavily modified Krynn after the Chaos War when the gods went AWOL and took their magic with them.The world has lots of low level casters but few non-artificers bother to get past 5th or 6th level. </p><p></p><p>Magic is common but it doesn't have a massive impact on society because there are no teleports, sendings, or major creation spells. </p><p></p><p>Many high level caster adventurers are multiclass and the PrCs without full casting progression see a lot more use. </p><p></p><p>-Only spells of 0-2nd level function</p><p>This elminates res/raise, remove blindness/deafness, regenerate, and only paladins get cure disease. Paladins are far more cultivated by the nobility and have a more hospitaler feel. Nations with rulers that dislike paladins have to keep them around to try and stop plagues before they happen. </p><p></p><p>-Heighten Spell can be used to qualify for PrCs that require the ability to cast spells of 3rd level or higher but does not eliminate the "need 7 divinations" type of requirement. </p><p></p><p>-Defensive and stat buff spells abound as do minor divinations. </p><p></p><p>-Item creation is surprisingly unaffected. 75-80% of the non-charged items in the DMG are available. This means I don't have twiddle with the cashflow or eliminate most DR-laden creatures. It does mean that the elemental subtypes (fire, cold, etc) are a bit tougher because you don't have a caster who can drop 10d6 (doubled to 20d6) of elemental pain on them and are generally CR+1. </p><p></p><p>-Supernatural (Su) and Spell-like (Sp) powers still function, giving some creatures a power boost. I don't use a hard and fast system but it's generally no more than a +1 CR but I haven't had them encounter a Balor or Pitfiend so it could be higher. </p><p></p><p>-Healing tends to be slow since high level clerics are limited to 2d8+10 CMW. </p><p></p><p>-Relics, left over magic items from the previous times, are increased in cost by ~ x(spell level^2). So a wand of fireballs costs 9x more than normal. (This isn't a hard/fast, if a player would never consider paying that much neither would NPCs)</p><p></p><p>-Dragons have taken over. Sorry, but they are just too powerful. The sudden loss of GMW let them attack more or less with impunity since they could just hover high above, breathing on entire communities and decimating the armies. </p><p></p><p>-Turning undead still works and with the lack of necromantic creation spells, only creatures with Sp have skeletons or zombies. This means that only the mid- to high-level characters ever see undead. </p><p></p><p>So far this has worked for about 3 years. The players are, of course, discovering the secrets to restore magic to the world (hey, they're heroes, don'cha know) but the setting doesn't seem to wander too far from what you would expect of fantasy.</p></blockquote><p></p>
[QUOTE="kigmatzomat, post: 1694488, member: 9254"] Okay. Here's the short form for my "low magic" game. FYI, it's heavily modified Krynn after the Chaos War when the gods went AWOL and took their magic with them.The world has lots of low level casters but few non-artificers bother to get past 5th or 6th level. Magic is common but it doesn't have a massive impact on society because there are no teleports, sendings, or major creation spells. Many high level caster adventurers are multiclass and the PrCs without full casting progression see a lot more use. -Only spells of 0-2nd level function This elminates res/raise, remove blindness/deafness, regenerate, and only paladins get cure disease. Paladins are far more cultivated by the nobility and have a more hospitaler feel. Nations with rulers that dislike paladins have to keep them around to try and stop plagues before they happen. -Heighten Spell can be used to qualify for PrCs that require the ability to cast spells of 3rd level or higher but does not eliminate the "need 7 divinations" type of requirement. -Defensive and stat buff spells abound as do minor divinations. -Item creation is surprisingly unaffected. 75-80% of the non-charged items in the DMG are available. This means I don't have twiddle with the cashflow or eliminate most DR-laden creatures. It does mean that the elemental subtypes (fire, cold, etc) are a bit tougher because you don't have a caster who can drop 10d6 (doubled to 20d6) of elemental pain on them and are generally CR+1. -Supernatural (Su) and Spell-like (Sp) powers still function, giving some creatures a power boost. I don't use a hard and fast system but it's generally no more than a +1 CR but I haven't had them encounter a Balor or Pitfiend so it could be higher. -Healing tends to be slow since high level clerics are limited to 2d8+10 CMW. -Relics, left over magic items from the previous times, are increased in cost by ~ x(spell level^2). So a wand of fireballs costs 9x more than normal. (This isn't a hard/fast, if a player would never consider paying that much neither would NPCs) -Dragons have taken over. Sorry, but they are just too powerful. The sudden loss of GMW let them attack more or less with impunity since they could just hover high above, breathing on entire communities and decimating the armies. -Turning undead still works and with the lack of necromantic creation spells, only creatures with Sp have skeletons or zombies. This means that only the mid- to high-level characters ever see undead. So far this has worked for about 3 years. The players are, of course, discovering the secrets to restore magic to the world (hey, they're heroes, don'cha know) but the setting doesn't seem to wander too far from what you would expect of fantasy. [/QUOTE]
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