The typical game of D&D is one
contain some level of magic. It is easy enough to create a story that
requires no magic. It is still relatively easy to populate the world
with enemies that aren't magical in nature. However, even if the
Dungeon Master keeps tight control over magic items there are still
classes like the Wizard and Cleric that are built around magic. The
way to handle these classes in a magic-less or low-magic campaign is
the topic I hope to cover today (since we can easily remove the magic items and creatures).
The Issues at Hand
I generally don't
find it very easy to run magic-less campaigns. The reason for this,
however, comes down to handling the classes. Some classes (ranger,
I'm looking at you) are very easy to fluff into non magic versions or
to simply remove problem spells. Doing that with a class like the
Wizards tends not to leave very much (more often it is just easier to
remove them entirely).
However, there is
another issue at play here. Healing is typically handled by magic
classes such as the cleric. Without them, the amount of fighting a
group can do is shortened (effectively, the adventuring day is
shortened when doing such things as dungeon crawls). This isn't
necessarily a bad thing, since it inspires a careful play style and
can be very effective when a large portion of the interactions aren't
fighting. Regardless, this still remains one of the more difficult
issues that needs to be examined when having any group without some
form of healing (now, in D&D 5th edition, we have hit
die that allow some healing even without a healer).
Removing Magic Classes
We can cut out any
class that uses magic in some way. Done. The issue is we are
basically left with two (some other rule systems may have more)
classes in D&D 5th edition (classless systems or
systems with a lot of non-magic classes don't have this problem), and
even in those classes not all paths may be valid (the fighter with
magic, for example). This can make it difficult to make unique
character concepts from the perspective of mechanics unless there is
some time spend on other customization options (in D&D, this
would be the feats). It can also shift the focus from what players do
individually to how their own special builds of the same class
function as a group and rotate roles as needed (alright, our lead guy
is injured, he goes to the middle and the next in line takes his
place).
This method works
just fine if the enemies the players will face are not magic.
However, without someone who can lift effects such as petrification,
fighting a Medusa becomes much more deadly (unless these effects wear
off in some way). We also run into the healing issue from above.
This, however, can be fixed easily enough by just creating a mundane
healing system if there isn't one already (as always, this will need
to vary based on the campaign and rule system). This is particularly
important in D&D 5th edition, since even the Healer
feat won't really help here (in general, it doesn't scale so it
becomes quite useless quickly).
Reskinning Classes
Well, if you still
want a class that fills the role of cleric without a magic, it is
easy enough to just reword the cleric class to sound non-magic,
right? Well, for classes like ranger (minus the healing) I find it
generally easy to apply this approach except for the occasional
spell. However, finding an internally consistent method to reword the
Wizard or Cleric is difficult. I've played in games like this before
but from the mechanical perspective, it never seemed quite right to
me.
Conclusion
Here we are. It
isn't exactly rocket science, but at the same time running a campaign
in a setting with low-magic or no magic has its challenges. If you
were thinking of running this kind of campaign, I hope this helps and
if you have anything you wish to share that I missed, please do
comment.
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