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General Tabletop Discussion
*TTRPGs General
why the attraction to "low magic"?
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<blockquote data-quote="molonel" data-source="post: 1705169" data-attributes="member: 10412"><p>Then I respectfully disagree, and I will probably never convince you otherwise. I think the primary vehicle of Conan's survival in the Robert E. Howard stories is the creative license of the author, not properly balanced CR encounters. I'm content to leave it at that.</p><p></p><p></p><p></p><p>Okay. Stop for a minute, and read this sentence: I do not think that Robert E. Howard's Conan stories provide the necessary evidence for low-magic games because there is, in my opinion, a larger amount of magical wealth in those stories than most people seem to give them credit for. There are more items, more incantations, more spells and a higher level of magic than most people even seem to remember. That is part of the problem with talking about the "feel" of the Conan stories, because oftentimes I think that "feeling" is based more on nostalgia and a creative reworking of the original material in the memories of those who don't quite remember it correctly than in a close and accurate reading of the texts.</p><p></p><p>This is probably another point where we will have to be content to agree to disagree.</p><p></p><p></p><p></p><p>The discussion about magic is ultimately, at least in part, a discussion about power and abilities. Conan is not a good example of a person without magic items because, played as a character, he is vastly overpowered from the get-go. I could make a MUCH more balanced, fair and appropriate character in a standard fantasy setting in D&D using point-buy rules, and standard treasure appropriate to level. As a DM, I'd be less concerned about designing a game around high-magic characters created using tested standards of fairness than I would simply stripping away those items, and replacing them with the stats of a paragon of humanity, which ultimately only replaces one form of power with another.</p></blockquote><p></p>
[QUOTE="molonel, post: 1705169, member: 10412"] Then I respectfully disagree, and I will probably never convince you otherwise. I think the primary vehicle of Conan's survival in the Robert E. Howard stories is the creative license of the author, not properly balanced CR encounters. I'm content to leave it at that. Okay. Stop for a minute, and read this sentence: I do not think that Robert E. Howard's Conan stories provide the necessary evidence for low-magic games because there is, in my opinion, a larger amount of magical wealth in those stories than most people seem to give them credit for. There are more items, more incantations, more spells and a higher level of magic than most people even seem to remember. That is part of the problem with talking about the "feel" of the Conan stories, because oftentimes I think that "feeling" is based more on nostalgia and a creative reworking of the original material in the memories of those who don't quite remember it correctly than in a close and accurate reading of the texts. This is probably another point where we will have to be content to agree to disagree. The discussion about magic is ultimately, at least in part, a discussion about power and abilities. Conan is not a good example of a person without magic items because, played as a character, he is vastly overpowered from the get-go. I could make a MUCH more balanced, fair and appropriate character in a standard fantasy setting in D&D using point-buy rules, and standard treasure appropriate to level. As a DM, I'd be less concerned about designing a game around high-magic characters created using tested standards of fairness than I would simply stripping away those items, and replacing them with the stats of a paragon of humanity, which ultimately only replaces one form of power with another. [/QUOTE]
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why the attraction to "low magic"?
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