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Post by Mariok Soresal Hillick on Aug 24, 2017 13:14:57 GMT
I have an idea for a world with no magic whatsoever, so no clerics, no paladins, no wizards, no druids, etc. And no gods as well. And there never was any magic or gods in the world. Do you think that players would find this an interesting concept, or'll just not want to play in a world without any magic, therefore not being able to play most classes in the Player's Handbook (at least, for 5th edition - that's the edition I play)?
I'm thinking that perhaps the world (a planet), was created by a wizard from another planet of a great amount of power, and once the work was done, and the races were created, the wizard went off to maybe create other planets, or to his/her home planet. And since a wizard created the planet, the wizard doesn't want anyone on the planet to be able to cast magic, and be more powerful than that wizard, so he/she created a sphere around the planet denying access to gods and to any magic.
(The main races'll be human, dwarf, elf)
What do you think?
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Post by dmsam on Aug 24, 2017 15:26:09 GMT
As long as you give a believable and well thought-out explanation about why there is no magic, it'll be fun.
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Post by dmgenisisect on Aug 25, 2017 1:00:29 GMT
As long as you give a believable and well thought-out explanation about why there is no magic, it'll be fun. I thought this was hilarious, after all our world exists and is believable and there has never been any magic... You should consider using a different system though if your going to strip out magic, as DnD is really built around the idea of magic...
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Post by dmsam on Aug 25, 2017 14:05:57 GMT
We choose to believe in a world full of magic and monsters every time we sit around a table, virtual or otherwise. I don't see how choosing to believe in a world made by a bearded old wizard who disallowed magic is that farfetched, no?
There will be considerable restrictions to the classes, subclasses and even races. But running a game without magic could be as simple as having all martial classes with a smaller subclass list. No arcane tricksters, no eldritch knights, no way of the four element monks. As long as your players are agreeable to those restrictions, you can still have fun at the table.
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Post by meribson on Aug 25, 2017 20:15:09 GMT
If you're going 5e then I'd recommend using the classes in the Adventures in Middle-earth supplement by Cubicle 7. One of them, forget the name, is a nonmagical healing class.
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Post by Mariok Soresal Hillick on Aug 26, 2017 6:25:02 GMT
I do have that 5e Adventures in Middle-Earth Guide, I do think I might use some of the classes. I guess there might be some pretend magicians though, whom, of course the adventurers would know were not actual wizards since they weren't allowed to play as a wizard! But there could be a story element to it to explain why the players' characters know that the pretend magician isn't really a wizard.
I am also thinking of using a different ruleset as well, maybe an older version of Dungeons and Dragons that allows more freedom like OD&D? Or a retro-clone like Swords and Wizardry?
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Post by Mariok Soresal Hillick on Aug 26, 2017 6:31:49 GMT
I've also thought that maybe there are random storms of magic left by the wizard from a long time ago, this is raw magic that no one understands and no one can use, but is fatal to many people who are in the storm, or changes people to different, weird beasts and animals, or maybe even changes their ability scores and alignment! This, I think should be called the Mellow, and though it's already a word, I like the sound of it too much, and haven't found a different name that isn't already a word, so I will have to stick to Mellow for the time being.
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