Niemz
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Post by Niemz on Oct 9, 2007 21:31:59 GMT -6
What level of magic is your world?
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merkader
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Post by merkader on Oct 9, 2007 21:32:54 GMT -6
I run a very magic rich world with lots of undead.
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Post by Huecuva on Oct 11, 2007 6:34:18 GMT -6
I prefer slightly less than standard.
Also, I have this thing about magic items on a first adventure. It's like kissing on a first date.
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merkader
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Post by merkader on Oct 11, 2007 6:41:37 GMT -6
I always start my players off at level 1 and usually they don't find magic its until around level 3 or 4. And getting enough coin for wizards to buy their spells early on is very difficult also.
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Post by stitches on Oct 11, 2007 10:04:18 GMT -6
the "domain" my party plays in is fairly average for a fantasy world. clerics and Mages are pretty common, but a blade is still the weapon of choice (although it's even better if it's enchanted). A typical haul for us involves several weapons and other items, about half of which have some kind of enchantment on them, and half are just normal every day items of varying value.
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Decind
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Post by Decind on Dec 4, 2007 19:40:29 GMT -6
lots of items and gold in Niemz realm...
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Greenwizard11
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Post by Greenwizard11 on Feb 10, 2008 16:24:40 GMT -6
Magic is the reason I started playing the game. I wanted to be a mage with great powers at my beck and call. When it was time for me to create a world, it is rich in magic. Magic is limitless and so is imagination – combine the two to create a game where anything is possible. I want to see floating castles, dragons, unicorns, breath underwater, fly, and explore dusty old tombs.
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Taican
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Post by Taican on Feb 11, 2008 17:39:17 GMT -6
As you guys might have guessed from the number of homebrew items I've mentioned or posted, I run a campaign fairly heavy on magic, and magic items. That being said, I have as many cursed items, so they have to be careful of what they use. As greenwizard said, magic is one of the main attractions to playing D&D for me.
I've run a campaign with very few magic items. It was still fun, as the bad guys didn't have any more magic items than the party. It's all about game balance, and having fun. If a player really wants a magic item, they might find it (or they might find a cursed version of it, if they whine too much ;D ).
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Lortan
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Post by Lortan on Feb 12, 2008 18:40:40 GMT -6
I'm not sure how I'm going to make my world yet, still haven't really started on it.
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schu
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Post by schu on Sept 22, 2008 20:11:15 GMT -6
Give lots of low level magic, but take it away. Level increases require magic donations to the goods
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Niemz
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Post by Niemz on Sept 22, 2008 20:13:57 GMT -6
I like that idea...
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Ross
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Post by Ross on Oct 29, 2008 6:12:52 GMT -6
It really depends, most adventures are your average magical rich environments, one I ran was heaps of magic and gunpowder, others were fairly magic deficient with fighters being the main class and magic was viewed as almost god like (celtic adventures, druids were almost non existant), and I've ran one for two mages in a magic school (yes I know, but it was before Harry Potter was written) dealing with all sorts of magical beasts and wizards.
But for an average..... it still balances out as a "Magic rich world." Like Greenwizard said, "Magic is limitless and so is imagination – combine the two to create a game where anything is possible."
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silverstar
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Post by silverstar on Nov 1, 2008 10:02:15 GMT -6
I can not think of a D&D game without magic. And my campaigns occasionaly orbit around magic, be it a mighty artifact threatening community or a powerful arch-mage villain, etc.
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tllith
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Post by tllith on Apr 23, 2010 10:35:07 GMT -6
Pervasive low-level magic. It's rare for a person to grow up without picking up at least (in 3d edition D&D terms which don't exactly apply) a couple levels of Sorcerer. Not just adventurer kind of people -- we're talking bakers and housewives with this kind of power. Your typical, oh, master-level cabinet maker is probably about Craftsman-7 / Sorcerer-5 or so -- specializing in woodworking spells of course.
The actual specialists in magic are pretty good too. But what you notice about the world is that everybody uses magic.
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mathus
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Post by mathus on Apr 23, 2010 11:11:50 GMT -6
I play in 4th Edition Eberron. Slaving elementals to make engines for various machines is common place. It is a very steam-punk feel with magic replacing the steam. There is a commoner class called a magewright. They are basically a blacksmith with spells up to level 3.
Cities are lit up with continual light spells. Plumbing is made possible with enslaved water elementals. Ships fly through the air via fire elementals and a lighting elemental powers the railroad that makes a modern society possible.
But the really powerful mages and magic get more rare. Above level 5 spells and artifacts are much harder to find.
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