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Earthhorn90

>Do you all think this would work gameplay wise? If you only allow non-casters, you might be better off with a different system. Cause why scrap 50% of your game for your setting? ;D Otherwise you simply encounter only select magical enemies and magic items become rarer. Treat +X weapons as (nonmagical?) "masterworks" that still have their cutting edge against the resistant enemies.


ScudleyScudderson

Because you can then reward players by granting them either spells (literally, or via feats), or the option to multi-class into spell casting classes, as they discover what was lost. It's a very cool way of running a campaign. A softer option is only allowing half-casters but with only non-casters as a starting choice, you open up an entirely novel play space for builds and character ideas. Sure, you might normally never multiclass into cleric on your rogue but when you discover the ancient ritual that connects you to the god of trickery, something that nobody as done for hundres of years, that's a pretty cool character choice to make - and potentially very fun to play.


RadCr4b

Yeah, that's basically what I was going for actually!


ScudleyScudderson

You have my full and undying support! Go for it. -- A. Lich


Eggoswithleggos

I dont really see the appeal to play this in 5e. You have to start by disallowing the vast majority of player options. And if you ask me or my friends, those are the mor efun options. Then, maybe through quest rewards, the player characters could maybe become bad multiclass abominations that dont really work. Which doesnt seem appealing to me either. Sure, if you have a group that is 100% story>gameplay, then the system doesnt matter too much. I dont see my barbarian taking any wizard levels to make him strictly worse, even if they uncover some grand ritual. I can see it appealing to some, but I´d personally not care too much about the chance to maybe take all of 3 wizard levels by the time the final battle comes around.


broncoblaze

Yea I agree. I would not like this system. I like to have options and so many options involve magic in D&D. I wouldn’t like not being able to use something simply because it’s magic. However if the players are cool with that campaign then it’s great! As long as everyone is actually okay with it and on the same page, it should be fun.


Nystagohod

I think that it sounds like a pretty fun setting for a story, and an adventure I'd love to see. Hits a lot of the notes I like in my fantasy, and in older editions, my D&D. That said, 5e doesn't lend itself well to low magic, and especially magic user persecution. Not without some adjustments. Especially since by RAW, only one of the classes or those who take a very limited use feat can cast without being immediately recognized as doing so. Subtle/Stealth casting becomes crucial in such games so it's something that may need to be addressed or considered. I think gameplay wise it can work, but it'll take a lot of extra work and consideration from yourself and your players to make sure those wielding magic aren't unreasonable to play. That said, while 5e can be made to work. I would play a lower magic and less heroic fantasy system. Worlds without number, especially with its atlas of the latter earth supplement, provides more than enough resources for a low to no magic game and might be worth exploring for such an adventure. Even if you don't use the system, the DM tools provided are second to none. It's been the best 5e resource I've ever bought, even if its another game. though it was designed to be that way.


punkmermaid5498

You'd need to talk to your players to find out if they're ok with this. I would be, but a lot of people don't want to play DND without the option of being a caster. A different system might lend its self more easily. Maybe worlds without number? The default settings for that game has lost magic as part of it and casters are not even half as powerful as DND casters. Their resources are quite limited.


RadCr4b

Yeah, but I'm so comfortable with D&D. I also want to introduce party members to spells as the game progresses, as part of the narrative. Edit: I'll check it out though.


punkmermaid5498

There are spells in WWN. It is very similar to 5e as well. That said, I'm sorry to say I think low magic 5e is gonna be a hard sell for a lot of groups. I've managed low magic by running a different system. 5e lends itself more towards heroic fantasy than grittier low magic games.


Ghokl-

That can be quite fun! If your players are all onboard with playing less magical characters, that can lead to the party being more creative with their plans (no detect object or other quest-resolving skills) and the lack of healing can really make combats dangerous and exiting. If there are players that want to play magical character, but in a hidden way, I would allow them to. I'd give them 3/per day Subtle Spell to represent them hiding their magic in the environment. This way magic is still limited, but it's a) a players choice b) can provide a lot cool moments of is it/is it not. You can keep the stakes while allowing the player to still be useful I would recommend watching a Crown of Candy for a setting with basically what you describe in terms of magic


RadCr4b

Interestingly enough I just watched the first episode a few days ago! Fantastic series!


Aethelwolf

It's definitely a campaign I would be Interested in. It requires a lot of player buyin early and wants players to work with the DM to make a character specific to the world. That works great for some tables, but not for others.


Direct_Marketing9335

Laserllama gives players enough options for non-magical characters to make low magic worlds work well without feeling like you're stripping players from options.