I have been thinking about running a low magic game. Taking spell casting away from fighter classes all together. Nerfing the Bard and Rouge, Rangers, spell casting stuff, and possibly give them a small amount of the same effects as just talents. Hunters mark not a spell for example. It would be kind pick a spell you get for a new lvl and turn itinto a sort of talent type thing. The main users would be the Wizards. Then sorcerers and warlocks, Druids. I would like to lessen some of the paladins and cleric stuff also. I'm just not sure how much of an undertaking it would be. Thanks
Spellcasting is fairly integral to the classes and their capabilities; if you want a low-magic game, you basically need to only play the non-casting (sub)classes from Barbarian, Fighter, Rogue, and Monk.
Perhaps a better question is to ask what you want to get out of the game. You might be better off finding a different system altogether; D&D is great, but magic is pretty integral to the system and (most) of the settings.
I could do that. Just not let players pick the sub-classes that use magic. Thanks. And when I am talking about magic. I mean the ability to cast it. If a race had a natural magical ability they would be able to use it. I have played older editions of the game where magic was much less integral. Magic items, potions and the like would still be available.
One way to achieve what you want without totally banning certain classes is to introduce a mechanic that can punish players when they cast spells. For instance, making them roll an INT or WIS check after casting any leveled spell or rolling for Wild Magic effects after casting every leveled spell. This would discourage some players from playing spellcasters and force the spellcasters to be much more judicious about when and where they decide to use their magic.
I also hear that some DMs stringently enforce the material components aspect of spells to make multiple castings of any spell a chore of note-taking and use of downtime.
I actually just learned about a 5E adaptation of Lord of the Rings, Adventures in Middle Earth. It definitely has that low-magic setting you're seeking, so you might have much better luck with that. It'll come with a lot of Tolkienesque trappings, but if you can work past that it might meet your needs.
I actually just learned about a 5E adaptation of Lord of the Rings, Adventures in Middle Earth. It definitely has that low-magic setting you're seeking, so you might have much better luck with that. It'll come with a lot of Tolkienesque trappings, but if you can work past that it might meet your needs.
Hey thanks I will check it out for sure. I do love some Tolkien.
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I have been thinking about running a low magic game. Taking spell casting away from fighter classes all together. Nerfing the Bard and Rouge, Rangers, spell casting stuff, and possibly give them a small amount of the same effects as just talents. Hunters mark not a spell for example. It would be kind pick a spell you get for a new lvl and turn itinto a sort of talent type thing. The main users would be the Wizards. Then sorcerers and warlocks, Druids. I would like to lessen some of the paladins and cleric stuff also. I'm just not sure how much of an undertaking it would be. Thanks
Spellcasting is fairly integral to the classes and their capabilities; if you want a low-magic game, you basically need to only play the non-casting (sub)classes from Barbarian, Fighter, Rogue, and Monk.
Perhaps a better question is to ask what you want to get out of the game. You might be better off finding a different system altogether; D&D is great, but magic is pretty integral to the system and (most) of the settings.
I could do that. Just not let players pick the sub-classes that use magic. Thanks. And when I am talking about magic. I mean the ability to cast it. If a race had a natural magical ability they would be able to use it. I have played older editions of the game where magic was much less integral. Magic items, potions and the like would still be available.
One way to achieve what you want without totally banning certain classes is to introduce a mechanic that can punish players when they cast spells. For instance, making them roll an INT or WIS check after casting any leveled spell or rolling for Wild Magic effects after casting every leveled spell. This would discourage some players from playing spellcasters and force the spellcasters to be much more judicious about when and where they decide to use their magic.
I also hear that some DMs stringently enforce the material components aspect of spells to make multiple castings of any spell a chore of note-taking and use of downtime.
I actually just learned about a 5E adaptation of Lord of the Rings, Adventures in Middle Earth. It definitely has that low-magic setting you're seeking, so you might have much better luck with that. It'll come with a lot of Tolkienesque trappings, but if you can work past that it might meet your needs.
Hey thanks I will check it out for sure. I do love some Tolkien.