This is a site for discussing roleplaying games. Have fun doing so, but there is one major rule: do not discuss political issues that aren't directly and uniquely related to the subject of the thread and about gaming. While this site is dedicated to free speech, the following will not be tolerated: devolving a thread into unrelated political discussion, sockpuppeting (using multiple and/or bogus accounts), disrupting topics without contributing to them, and posting images that could get someone fired in the workplace (an external link is OK, but clearly mark it as Not Safe For Work, or NSFW). If you receive a warning, please take it seriously and either move on to another topic or steer the discussion back to its original RPG-related theme.

Has anyone tried low/no magic 5e yet?

Started by Will, February 20, 2015, 12:52:19 PM

Previous topic - Next topic

Will

What it says on the tin.

I'm inclined to run/play 5e 'straight' to get a feel for the system, but the idea of a low magic game really appeals to me. I'd like AP about any issues ...


Then again, I suspect a lot of people are also trying to play as-is at first, too.
This forum is great in that the moderators aren\'t jack-booted fascists.

Unfortunately, this forum is filled with total a-holes, including a bunch of rape culture enabling dillholes.

So embracing the \'no X is better than bad X,\' I\'m out of here. If you need to find me I\'m sure you can.

Necrozius

I'm SORT-OF running a low-magic setting: pseudo-Ancient Greece. My players understand that the only "magic users" in the world (other than the PCs) are Oracles and Prophets.

One of my players chose to be a Warlock because he could tailor it well to making a pact with the Titan Oceanus (and re-skinning his spells to be water and storm themed).

That being said, there are a lot of strange things going on (gods mucking about, mostly). So yeah, there are still fantastic creatures, but they're unique and special. No random encounters with orcs or such.

So... I guess that doesn't really fit the bill, but by no means is this campaign high fantasy. Casting a spell will confuse and mystify 99% of the population.

Will

Counts enough.

My inclination is to limit magic to a few gifts and plot-level stuff, while skipping the '4 fireballs a day' range of magic.

Have you felt any lack of magical healing?
This forum is great in that the moderators aren\'t jack-booted fascists.

Unfortunately, this forum is filled with total a-holes, including a bunch of rape culture enabling dillholes.

So embracing the \'no X is better than bad X,\' I\'m out of here. If you need to find me I\'m sure you can.

mAcular Chaotic

Does non magic imply grittiness? The DMG has some rules about rests taking a whole week.
Battle doesn\'t need a purpose; the battle is its own purpose. You don\'t ask why a plague spreads or a field burns. Don\'t ask why I fight.

Will

I think it implies it in RPGs due to past history and tastes, but I don't think it's necessary.

I mean, heck, if you consider most adventure fiction/movies, you can have 0 magic and very little grit (Three Musketeers, to pick an easy example).

Personally, I'm pretty happy with high adventure type games. My objection is more that a lot of D&D-esque magic doesn't mesh well with a lot of fantasy I've read/seen/am interested in.
This forum is great in that the moderators aren\'t jack-booted fascists.

Unfortunately, this forum is filled with total a-holes, including a bunch of rape culture enabling dillholes.

So embracing the \'no X is better than bad X,\' I\'m out of here. If you need to find me I\'m sure you can.

Necrozius

Quote from: Will;816677Have you felt any lack of magical healing?

We're only two sessions in so far and combat has always led to at least one character down to zero HP.

Times may change now that the Ranger has mastered the use of healing herbs (Cure Wounds).

rawma

I would hate a no-magic D&D; it seems to be the epitome of pointlessness. Sadly, the rules continue to support the notion of magic as somehow tacked on and extra (an anti-magic field should be as nonsensical in the game setting as an anti-physics area in our own world would be; sentience and the strong nuclear force are probably both magical) rather than an intrinsic part of everything, and that is bad enough. If you want a no-magic world, maybe you should play a different game.

Low-magic D&D? I'm not sure what it means, but I'm against it anyway as a potential gateway to no-magic D&D.

Will

That's one of the stupidest, most pointless posts I've seen in a while. Congrats, Rawma!
This forum is great in that the moderators aren\'t jack-booted fascists.

Unfortunately, this forum is filled with total a-holes, including a bunch of rape culture enabling dillholes.

So embracing the \'no X is better than bad X,\' I\'m out of here. If you need to find me I\'m sure you can.

Omega

Playing in one as a side diversion sporatically since the PHB came out.

Just Fighters, and Rogues. Barbarians and Monks were an option. But no one took one. Theres an NPC Bard with no magic and we are pretty sure we met a NPC ranger also with no magic.

Also humans only and no monsters aside from possibly dinosaurs and giant animals in a "Gwangi" style valley. North are "Northmen" and east is an Arabian Knights style land. West is trackless and hostile forests and south is the ocean.

Interesting so far. I am playing a Rogue. The other three are Fighters. Two sword users and one armed with a whip.

Culain

I'm not exactly sure what low-magic means either in this context, though I think the HOTDQ campaign I'm in qualifies.  We're at the beginning of Episode Six (?), Naertyr Castle, and so far, the only magic we've encountered is from the PCs and NPCs, with the exception of some potions of healing.

It seems to be working out well though:  fighter types can hit and kill things, mages cast spells.  We're all getting along.  One of the tougher fights was a pair of Perytons, (resistant to slash/pierce/bludgeoning from non-magic weapons,) but they were eventually defeated.

I'm anticipating some actual magic items now that all the party members are level 5.

Will

Culain: Mostly absent of spellcasting in the traditional D&D sense.

3e was very frustrating for me because if you removed, say, Clerics, or Wizards, or whatever, encounters would start to get really unhinged by mid levels. It was difficult to get around that -- remove clerics, and a bunch of effects became character-enders (because of the lack of Restoration or similar), remove Wizards and a bunch of encounters resistant to nonmagic became much harder, plus the magic item dependency.

Mainly asking how well 5e isn't that, in actual play.
This forum is great in that the moderators aren\'t jack-booted fascists.

Unfortunately, this forum is filled with total a-holes, including a bunch of rape culture enabling dillholes.

So embracing the \'no X is better than bad X,\' I\'m out of here. If you need to find me I\'m sure you can.

rawma

Quote from: Will;816731That's one of the stupidest, most pointless posts I've seen in a while. Congrats, Rawma!

What, even counting the entire kerfuffle over your joke that rpg.net's drop in traffic coincided with your being banned? And all those thread derails? At least my post was on-topic.

One issue you would face is that D&D is not really designed for no-magic, even if "magic" is viewed as in most fantasy RPGs as an add-on and not an intrinsic quality of the world, and people who want to play D&D generally want magic. Does your current group share your enthusiasm for eliminating magic from D&D? Why haven't you discussed other sets of rules with them? Is this some end run where you recruit people to play D&D because it's popular but then end up really playing something else? Do you also want to play no technology Traveller or mythos-free Call of Cthulhu (OK, that would be BRP, which I think of as a different game)?

mAcular Chaotic

You could always keep all the magic but refluff it as non-magical abilities.
Battle doesn\'t need a purpose; the battle is its own purpose. You don\'t ask why a plague spreads or a field burns. Don\'t ask why I fight.

Will

Well, my personal inclination is to allow a few specific 'gifts' (basically, model it on the magic feat), and then allow a plot-ish ritual magic thing.

Maybe give each character some sort of Gift, which is seen as magic (though arguably is/isn't in some cases).

So, some characters might be 'sensitive,' and be able to scry uncertain fortunes, or get an occasional 'vibe' of the supernatural. Others might be able to bind or reveal spirits/undead.

In the background there might be things like 'this cult is trying to summon an elemental to serve them, better stop them.'

My purpose in this thread was more along the lines of 'does 5e break in ways like previous games, in AP?' But if people want to explore lower/no magic ideas, that's cool, too.
This forum is great in that the moderators aren\'t jack-booted fascists.

Unfortunately, this forum is filled with total a-holes, including a bunch of rape culture enabling dillholes.

So embracing the \'no X is better than bad X,\' I\'m out of here. If you need to find me I\'m sure you can.

Opaopajr

Running a low magic game IRL. Very conversational, not much in the way of combat. Hard to really tell from that perspective.

From mid-level actual Adventure League play, magic weapons are rather expected by then. Everyone shoots their wad, find a suitable bunker, takes a Leomund nap, wake 'n repeat. But that's Organized Play.

That said, the Silvered Weapons bit in the Equipment chapter is useful.

If you worry about PCs feeling helpless v. monsters resistant to non-magic weapons, you can just expand this for your setting. So you can fiddle with Immunity, Resistance, Vulnerability, and 'sacred' material components as weaknesses. Only 100 gp per weapon (or 10x ammo).

You could expand that material list and adjust prices, too. Even make temporary bonuses, like "crushed mistletoe berries rubbed on a weapon, good for 1 hour against fae."

You're going to have to alter your approved MM list along with other things when you make a big setting shift like that.
Just make your fuckin\' guy and roll the dice, you pricks. Focus on what\'s interesting, not what gives you the biggest randomly generated virtual penis.  -- J Arcane
 
You know, people keep comparing non-TSR D&D to deck-building in Magic: the Gathering. But maybe it\'s more like Katamari Damacy. You keep sticking shit on your characters until they are big enough to be a star.
-- talysman