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Showing posts with the label Wizards & Mages

Settings - For Low Magic 5th Edition D&D

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Previously I suggested ideas for how to run a 5th Ed. D&D game with lower availability of spellcasting.  Weirdly however, even though the idea of trying to run low spellcasting games of 5th Edition holds some interest for me, I've sometimes been at a loss what sort of game I'd find that combination a useful fit for, or (if I was a player) attractive to play in. This post is a follow-up, brainstorming various settings which might make use of such a lower magic system.   In these settings humans (and maybe other creatures) might have access to a few spells, but spellcasting classes as such are not available. Spells are mostly cast either through artifacts or rituals except maybe a few cantrips. Hyborian Age The obvious default seems like it would be something Conan-esque. After all, that is part of the inspiration behind D&D. A world build on the crumbling ruins of older things, but now largely a land of decadent city-states and harsh lands in between. Legendary/...

Low Magic Rules for 5th Edition Dungeons & Dragons

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The following are a set of rules (limitations mostly) I came up with which would allow 5th Edition D&D to be used for lower magic settings and types of games.  Maybe something closer to historic-fantasy, though this might work for other kinds of settings as well. Note that each of the elements below is essentially a separate toggle, you can use some and not others, as the setting dictates. Races Players are generally only allowed to play human characters.  However, DMs might allow one of the following options: Option 1:  Quirky Humans  - Certain other races may be allowed, but are reskinned to simply represent slightly unusual humans. Option 2:  Shunned  - Certain other races are allowed, but represent weird beings from outside human civilization, shunned by most decent folk. Some individuals and organizations may view them with sympathy, but there’s every chance of a mob rising up against them. Option 3:  Dying Race  - Alternately, other ...

Necromancy: The Hallowed Science

Someone on Quora asked: How would you make a goodly aligned necromancer in Dungeons and Dragons? This garnered responses from a lot of folks . Options that came to my mind included: The Good Doctor - A humanist medical researcher who feels that it is not ideal to trust gods and magical patrons for healing and support, since they may have motives not aligned with those of individual mortals. Only a reasoned approach to magic can be trusted. Unfortunately academic understanding of magical healing and revivification is still in its infancy, but research continues! A Gray Gift - A necromantic prodigy. You didn't ask for this talent, but you can just perfectly envision how the entropic and animating forces intertwine within flesh. Sometimes you wonder how something so easy is so difficult for most folks to understand. Others view your abilities as ghoulish and unpleasant. But the gods can't have given you this understanding in vain, surely there must 11be some way you ...