OutlawJT
 member, 272 posts
Mon 6 May 2019
at 10:30
IC: low magic, slightly gritty D&D 5E
Hello everyone. I am interested in running a 5E game that is low magic and follows a small group of adventurers from their humble beginnings to epic world-changing heights. I would want to build the world and develop the story around the characters the players create. I would want it to explore every aspect of those characters lives. Their adventures, their relationships, how they effect the world and how the world effects them. I am not looking to build anything grimdark, but would like to build a game where actions (or inaction sometimes) has consequences. Where some injuries could be permanent. Where magic is uncommon and high magic is insanely rare, even to the point of being considered a thing of children's fairy tales. Even though most of the races and monsters still exist (though in greater rarity for those possessed of immense power).

I would be looking for players who are capable and creative writers. People willing if not eager to participate in worldbuilding and developing stories collectively. I'd  only want a small group so it can stay manageable for me. Looking for a moderate to slow pace (2-3 posts per week probably). Extra plus for players with ideas and a willingness to help me develop and narrow down house rules for this type of game and setting.

Looking forward to hearing what, if any, interest there is for something like this.
Hendell
 member, 188 posts
Mon 6 May 2019
at 10:42
IC: low magic, slightly gritty D&D 5E
Do you plan to eliminate caster classes entirely, or just limit them to no more than 1/2 your character levels or something like that?
OutlawJT
 member, 273 posts
Mon 6 May 2019
at 10:48
Re: IC: low magic, slightly gritty D&D 5E
Hendell:
Do you plan to eliminate caster classes entirely, or just limit them to no more than 1/2 your character levels or something like that?


Open for discussion. I just know I want high level spells off the table. Part of me thinks it'd be enough to cap it at 5th level spells. Part of me thinks 3rd level spells. A tiny sliver thinks no caster classes at all for PCs. Really, it's something I want to work out the kinks and fine details with the players.
Studynot
 member, 150 posts
Mon 6 May 2019
at 19:01
Re: IC: low magic, slightly gritty D&D 5E
I'd be interested in this.
thattripletguy
 member, 70 posts
Mon 6 May 2019
at 19:14
Re: IC: low magic, slightly gritty D&D 5E
I'd be interested
kingjawa
 member, 68 posts
Mon 6 May 2019
at 19:48
Re: IC: low magic, slightly gritty D&D 5E
I would also be interested.
DaCuseFrog
 member, 50 posts
 SW Florida
Mon 6 May 2019
at 19:58
Re: IC: low magic, slightly gritty D&D 5E
This sounds like fun, I'd be interested!
Gensteel
 member, 1 post
Mon 6 May 2019
at 21:50
Re: IC: low magic, slightly gritty D&D 5E
Sounds like this could be interesting.

I would think the most obvious obstacle for a game like this would be healing, but tweaking medicine and/or giving PCs easy access to potions ought to be easy enough.
Studynot
 member, 151 posts
Mon 6 May 2019
at 22:28
Re: IC: low magic, slightly gritty D&D 5E
Most of the best healing magic is pretty low level though. So unless all casting is done away with for PC's, there is still good healing options up to 3rd level spells. And if 5th level spells are let in you've got Mass Cure Wounds, Mass Healing Word, Raise Dead, Revivify, Prayer of Healing, Healing Spirit, Greater Restoration on the table potentially.

5th level is pretty powerful without being too over the top IMO. I think you let PC casters into the game personally, with the understanding that casting is limited (in whatever way is finalized).

Maybe it could even be something like a normal caster progression up to 9th or 10th level (5th level slots), and then allow for the PC's to be those "legendary people" once/if the game ever gets there, but limited in some way. I.e. give them something like a Warlock's Mystic Arcanum but you dole out the spells, and you take out all the spells that are totally game breaking to you.

So when they hit 11th level, they get a single 6th level slot, and so on, until they have 9th level slots. But they can only use those slots to use their 1-5th level spells at greater effectiveness/power, UNLESS the PC finds an Epic spell stela or something that has a single 6th (7th,8th,9th) level spell they can actually *know*/learn. Then it's RP/decisions as to which PC gets to learn it, and whether they even want to commit that spell (whatever it is) to their repertoire as their only 6th (or higher) option.

That way you limit the availability of high level spells to what you want to allow into the game, but the PC's get to be those legendary casters (eventually) who can push the bounds of magic beyond what most people have been able to do for centuries (6/7/8/9 spell slots and maybe spells even). Whose spells are more powerful than thought possible (using those slots to cast lower level spells), etc.

In this scenario you could also filter out certain 5th level spells that you might think are troublesome to the game you want to run. Ex: Teleportation circle, Animate Objects (tiny), plus... maybe Steel Wind Strike and Cloudkill...?

I'd love to get in there and help think through this stuff with you.
anmcomic
 member, 353 posts
Tue 7 May 2019
at 04:58
Re: IC: low magic, slightly gritty D&D 5E
This sounds cool to me, I usually play warrior or rogue types so low magic works for the kind of characters I usually play.


*tosses proverbial hat into proverbial ring*
OutlawJT
 member, 275 posts
Tue 7 May 2019
at 14:28
Re: IC: low magic, slightly gritty D&D 5E
I put a game up, ad is in players wanted now. It's a little barebones right now but that's partly the point.