u/Fukami_H

I'd like to share my experience as a first edition gamemaster. To better balance, in my opinion, the first edition rules system (which I love), I decided, together with the players, to set up a new "low magic" campaign. The parameters concern the limited availability of magic items and their low intensity of power, limited so as not to overwhelm the characters' potential. Obviously, the biggest challenge was properly configuring the spellcasters, so they wouldn't become stronger than the fighters. One of the measures was to limit the spellcasting classes' spell lists. I found that this not only improved the game but also introduced some interesting new principles: some spells are only present in specific places or cultures, or are the heritage of individual NPCs who synthesized or discovered them. In this way, even the search for a spell can become an interesting quest item! Obviously, the same principle must also be applied to the divine world; Specifically, the deities grant specific spells to their clerics, differentiating and controlling their level and power in combat. This is the starting point, what do you think? Has anyone ever done something similar in this edition, and if so, how did you handle it?

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u/Fukami_H — 16 days ago