
Arturick |
11 people marked this as a favorite. |
It seems that in any conversation about magic item creation, magic items shops, or magic item distribution, a certain canard always pops up.
"I don't want to give my characters magic items with any regularity because I want magic to be SPECIAL!!!"
But, magic was never special in any incarnation of D&D, because D&D has always had the Cleric and Magic-User.
Player 1: "Hey, I'd like instantly heal wounds, up to and including raising the dead."
DM: "Okay, here's a Cleric."
Player 2: "I want to call fire and lightning down from the sky every gosh darn day."
DM: "Okay, here's a Magic-User."
Player 3: "I want to stab things."
DM: "Okay, here's a Fighter."
Player 3: "Do you think I could have a cool sword, and maybe some kind of gloves that make me really strong? Jesus and Merlin over here could probably make that sort of thing..."
DM: "WHAT?!!??! WHAT?!?!?!? MAGIC ITEMS ARE SPECIAL YOU NOOB! YOU DON'T JUST SEE MAGIC EVERY DAY!!!"
Player 2: "Woah... I just disintegrated a dragon. Groovy."
Player 3: "Yeah... I totally do see magic every day. I'm travelling with two incredibly powerful spellcasters."
DM: "But that's different!!!"
Player 3: "How?"
DM: "Because magic items are special!!! You don't just see magic every day!"
Player 1: "Whoops... let me put your arm back on for you..."
From a game design perspective, getting the next +1 to your sword has been necessary since the day "can only be hit with a +X weapon or better" found it's way into a monster's stat block. You will never get past the first level of the Temple of Elemental Evil in 1E, for instance, without some way to hurt Earth Elementals.
Some people even complain that Wizards in 3.P getting two spells/level violates the "Magic is Special" concept. Back in the day, you know, you were at the mercy of whatever scrolls/enemy spellbooks you could find for new spells. Which, ironically, just means that the GM was obligated to hand out more magical treasure.
"Bah! In my first campaign, magic was special! We fought nothing but orcs and trolls from levels 1-20! The Magic-User couldn't cast anything but Light, Knock, and Gandalf's Mildly Irritating Acorn Fire! The Cleric's holy symbol was stolen by thieves and never seen again! There was no healing except for healing potions they found in treasure chests, and most of those potions were actually bottles of orc urine!"

mplindustries |
4 people marked this as a favorite. |

Wow, you kind of made the exact opposite point I was expecting (and I liked the point I was expecting...).
See, my answer wouldn't be, "Magic isn't special in a system with Magic Users, so stop wanting magic to be special." Mine would be, "Magic isn't special in a system with Magic Users, so let's get rid of them so it stays special."

Gaekub |
Wow, you kind of made the exact opposite point I was expecting (and I liked the point I was expecting...).
See, my answer wouldn't be, "Magic isn't special in a system with Magic Users, so stop wanting magic to be special." Mine would be, "Magic isn't special in a system with Magic Users, so let's get rid of them so it stays special."
Both valid reactions to the same premise! Now can we create a game that accommodates both?

Caedwyr |
mplindustries wrote:Both valid reactions to the same premise! Now can we create a game that accommodates both?Wow, you kind of made the exact opposite point I was expecting (and I liked the point I was expecting...).
See, my answer wouldn't be, "Magic isn't special in a system with Magic Users, so stop wanting magic to be special." Mine would be, "Magic isn't special in a system with Magic Users, so let's get rid of them so it stays special."
Amethyst Renaissance does pretty much this, but uses some additional mechanics to bring this about for the PFRPG system. I'm guessing the approach taken in the book may not be to everyone's taste.

Arturick |
3 people marked this as a favorite. |
mplindustries wrote:Both valid reactions to the same premise! Now can we create a game that accommodates both?Wow, you kind of made the exact opposite point I was expecting (and I liked the point I was expecting...).
See, my answer wouldn't be, "Magic isn't special in a system with Magic Users, so stop wanting magic to be special." Mine would be, "Magic isn't special in a system with Magic Users, so let's get rid of them so it stays special."
Getting rid of Magic-Users is a completely viable option.
The easiest way to make a game that "accomodates both" is to make a game with Magic-Users and don't include any rule that says you have to have them or that they necessarily exist in your world.
However, if you are playing Pathfinder, then you are part of the "D&D Legacy," so to speak, where Magic-User is a Day 1 Feature. If you are looking for a game without Magic-Users, expect any forum dedicated to any part of the D&D Legacy to be filled with people who will look at you like you've grown a second head that spews profanities in Dutch.

Gaekub |
Gaekub wrote:mplindustries wrote:Both valid reactions to the same premise! Now can we create a game that accommodates both?Wow, you kind of made the exact opposite point I was expecting (and I liked the point I was expecting...).
See, my answer wouldn't be, "Magic isn't special in a system with Magic Users, so stop wanting magic to be special." Mine would be, "Magic isn't special in a system with Magic Users, so let's get rid of them so it stays special."
Getting rid of Magic-Users is a completely viable option.
The easiest way to make a game that "accomodates both" is to make a game with Magic-Users and don't include any rule that says you have to have them or that they necessarily exist in your world.
However, if you are playing Pathfinder, then you are part of the "D&D Legacy," so to speak, where Magic-User is a Day 1 Feature. If you are looking for a game without Magic-Users, expect any forum dedicated to any part of the D&D Legacy to be filled with people who will look at you like you've grown a second head that spews profanities in Dutch.
Have you played in games without magic users? Does it work well, or does the system show its seams?

Arturick |
1 person marked this as a favorite. |
Have you played in games without magic users? Does it work well, or does the system show its seams?
I've played in games that allowed for a range of magic use, forbidding full casters and/or hybrid casters.
A totally non-caster game lends itself to an all-Rogue party. Since every challenge is getting resolved by the application of skill points, the skill-starved Fighter feels like a fifth wheel unless you're absolutely forced to engage in "fair" fights.
Certain enemies, like things that fly or have super-senses, become "boss battles." Things like Shadows and Wraiths become "Scooby Doo: The RPG" as everyone runs and runs until the DM decides that the life-hating phantoms that are incapable of fatigue have given up chasing you for reasons beyond your comprehension (like you've kited them into a nearby farming community and have triggered the Wraith-A-Pocalypse).

Mystically Inclined |
1 person marked this as a favorite. |

Get rid of magic?
Well yeah, you could take two approaches.
1. No magic using classes allowed. Magic items can still be found. Monsters can still have magical (spell like) abilities. The rare NPC might be a magic user, in the role of 'prophet' or 'mystic.' The entire world would have a 'Beowulf hunting beasts and magical monsters' feel. The 7 tasks of Hercules. (But good golly, I hope you give the characters a way to heal.)
2. No magic in anything, period. Fighters as foot soldiers, Cavaliers as Knights, and Gunslingers as early gun-weilders. You are now playing in Dark Age Europe. You'd pretty much have to toss the bestiary, though.
...but I wouldn't consider either method to be playing Pathfinder anymore. Sure, you're using the Pathfinder system, and maybe taking monsters from the bestiary, but you're basically modding the game to fit a different concept.
Sure, Pathfinder was designed so that you could use the system mechanics in your custom world... but if you have to remove half those mechanics to do it, another system might suite you better.

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Gandolf used magic, but magic was fairly rare in Tolkein's world. There were wizards in Lahknmar but magic items were exceedingly rare there also. In fact in most fantasy worlds there are 'magic users' but little in the way of available magic items.
In a game, much of it depends on whether the player character classes are common or not. You can have wizard player characters, in a world where wizards are exceedingly rare and magic items are equally scarce.
That said, there is a sort of built in assumption that players have access to magic, if you severely limit access to magic, you need to change the nature of some encounters, otherwise things get skewed in a hurry.

Lurk3r |

...A totally non-caster game lends itself to an all-Rogue party. Since every challenge is getting resolved by the application of skill points, the skill-starved Fighter feels like a fifth wheel unless you're absolutely forced to engage in "fair" fights ... Things like Shadows and Wraiths become "Scooby Doo: The RPG" as everyone runs and runs until the DM decides that the life-hating phantoms that are incapable of fatigue have given up chasing you for reasons beyond your comprehension (like you've kited them into a nearby farming community and have triggered the Wraith-A-Pocalypse).
I think "Scooby Doo: the RPG" sounds kind of fun. ^_^
This is actually a design problem in disguise. If you are eliminating (or even restricting) access to magic as a GM, you should not be sending those kinds of enemies at the PCs. Unless you want them to lose for some storyline reason of course. Things like wraiths are designed assuming some access to magic. A setting where nobody has magic would already be a Wraith-a-pocalypse shortly after the first contact with said wraith because you pretty much need magic to deal with it. Players in a low magic campaign require challenges constructed differently than "Do I have the right magic spell/ item to overcome the monster's DR?".
As to the fighter feeling left out, you can have checks based on STR and CON instead of skills to give that player a way to participate. I'm thinking of the old standby of a locked door; a rogue can pick the lock, a fighter can knock it down. Maybe rolling a boulder up a slope to weigh down a pedestal? Caber tossing against the local chieftain for passage? Drinking contests?

Atarlost |
Gandolf used magic, but magic was fairly rare in Tolkein's world. There were wizards in Lahknmar but magic items were exceedingly rare there also. In fact in most fantasy worlds there are 'magic users' but little in the way of available magic items.
In a game, much of it depends on whether the player character classes are common or not. You can have wizard player characters, in a world where wizards are exceedingly rare and magic items are equally scarce.
That said, there is a sort of built in assumption that players have access to magic, if you severely limit access to magic, you need to change the nature of some encounters, otherwise things get skewed in a hurry.
Magic was less common than in D&D 3.5+, but it wasn't rare. Someone in Gondolin enchanted a goblin-bane (and possibly spider-bane) dagger. Daggers are never a primary weapon. An army in which everyone apparently had a magic weapon and a backup magic weapon is not an army in a low magic setting.
The barrow daggers (at least ghost touch) were in a high class tomb so it's possible that by the time of the fall of Arnor only officers carried two magic weapons. Considering the exigencies of the conflict with the witch-king and the proven ability to create magic weapons capable of harming incorporeal undead and the ability of first age armies to be so outfitted it's unlikely that the at least the elites of the armies of the various successor states weren't outfitted with magic weapons.
Of course if the Arnor successor states had magic weapons it's absurd to think Gondor lacked similar capacity at least until the plague, though not, perhaps, with the same specialization.
That there was any question about the identity of the One Ring when the three and seven and nine were all known to be gemmed is proof that there were magic rings other than the great rings of power.
And then there are the ropes and cloaks from Lothlorien, which exhibited properties we'd call magical.
We're not up to the Pathfinder magic item glut, but several fallen nations appear to have taken magic items for granted, and the Galahdrim still did take their stealth (and possibly endure elements) cloaks for granted at the end of the third age.

Arturick |
Middle Earth didn't really have "wizards" in the D&D sense. Gandalf, Saruman, and Sauron were all Archangels. The Elves had magic crafting skills they learned from back in the day when they lived with God. The dwarves are hinted to have crafted "magicky" stuff ("they crafted mighty spells"), and mithril armor was magic-ish.
Ultimately, you have to figure out that magic items were sufficiently common in Middle Earth for Gandalf to not immediately lose his mind upon discovering that Bilbo had found a magic ring.

mplindustries |

Have you played in games without magic users? Does it work well, or does the system show its seams?
The majority of the D&D games I've run (across all editions) have been without magic users. Note that this is not because I banned them or anything, but simply because the majority of my players had no interest in them (generally because vancian magic is tedious, mechanically).
I've had a decent number of psionic classes in 3rd, as well as Warlocks and Binders, but true spellcasters? In 20 years, I've run games for only two:
1) An evil cleric that eventually requested a rebuild to ditch her spells because vancian magic is tedious
2) A hexblade in 3.5 who pretty much never cast any spells anyway (because Vancian magic is tedious)
About 50% of my games have been for 2 PCs, and in almost all of those games, one was a sneaky finesse type and the other was an in your face beatstick type (often an actual Rogue and Fighter, but I've also run for plenty of Barbarians, spell-less Rangers, spell-less Bards, Monks, Ninja, and Martial Adepts in 3.5).
Oh, and I don't use any magic items, either (no, not even Wands of CLW or healing potions). The only thing I did to "help" with that is to raise the natural healing rules a bit--basically up to what Pathfinder allows via the Heal Skill already.
Everything about the game works great this way, except for the CR system. I pretty much just threw it out completely and built my own enemies.

Arbane the Terrible |
1 person marked this as a favorite. |
Look, magic isn't special after your first year of gaming. Period. Doesn't matter what system you're in, if you call it The Force, the spellweave or rediculously advanced technology.
Yep. If PCs can do it reliably, any magic system will have all the awe and mystery of ordering the Extra Value Meal at McDonalds, no matter HOW powerful it might be.

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Magic was less common than in D&D 3.5+, but it wasn't rare.
You are splitting hairs and ridiculously so.
A *few* of the most 'heroic' characters in Middle earth had magic items, many did not. The magic items there were were prized highly and never bought or sold. These characters weren't even run-of the mill heros either, these were the guys who were saving the world and in some cases essentially royalty.
If I placed the number of magic items Frodo and Bilbo encountered in my PF game, my players would consider it exceedingly rare. I can just see it now. "We're 8th level and all we have is a stupid magic short sword, some elven chain, and a cursed ring of invisibility? For the whole party?! And 'orc-bane'? We haven't encountered an orc since 5th level."

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1 person marked this as a favorite. |

Which, ironically, just means that the GM was obligated to hand out more magical treasure.
No he wasn't. In fact, the GM had much more control about how magical his world should be than he has nowadays. But then, the industry thought it would be a great idea to take this control out of the hands of the GM for pure economical reasons (if the players also can use the books, we'll sell more of them). I can't really blame them for wanting to sell their products but in my opinion that kind of thinking is responsible for much of the changes of the game which rub me the wrong way (Power creep being one of them).
To be honest, I don't buy your premise that magic in D&D never was special because of the existence of the M-U and the Cleric. Because then, you didn't need a high magic world to challenge the party, so the party's M-U could well be the exception than the rule (like Gandalf is part of a tiny group of wizards in LotR). Which also meant that the M-U didn't need to be able "to call fire and lightning down from the sky every gosh darn day" to feel special. And even if he eventually could, it could take years of gameplay to come so far (today, it takes mere months), so there was a long,long way to go.
The good thing being that the d20 system (which Pathfinder still is part of in all but name) is flexible enough to allow you the necessary modifications to play in low-magic worlds as well.

Tryn |

I have to disagree with the TE.
If magic is special is always based on the campaign background.
I remember "Das schwarze Auge/The Dark Eye" (before the campaign switch^^), a german low magic RPG. There you have casters as character classes, but the campaign background clearly says that less then 10% of all people can use magic and of these only 5% get a proper education.
The magic item level was way lower then in PF, mainly because creating a magic item means you have to add some of your own magic permanently to this item.
Also magic was really detailed out in DSA, there was no "scorching ray" it's called "Ignifaxius flameray" and had a special gestic destribte your character have to use to cast it. Also some "special rules" for each spell + backgorund.
Also magic education was really detailed to, with ~ 30 different magic academys for wizards (which really diverse massivly).
Also one funny thing to mention, as DSA use a Manapool magic system without any level limitations for spells (only in effektivness), so a wizard was much more flexible.
If you set the campaign backgorund right, you can also have a "magic is special" feeling with casters as character classes.
The problem with DnD/PF is that it's very generic, so magic is on the same level as "gear" and that is the main problem (with all generic non-campaign related systems).
Also of course you need a group which knows the campaign world and is able to adapt and play in it.

Atarlost |
Atarlost wrote:Magic was less common than in D&D 3.5+, but it wasn't rare.You are splitting hairs and ridiculously so.
A *few* of the most 'heroic' characters in Middle earth had magic items, many did not. The magic items there were were prized highly and never bought or sold. These characters weren't even run-of the mill heros either, these were the guys who were saving the world and in some cases essentially royalty.
If I placed the number of magic items Frodo and Bilbo encountered in my PF game, my players would consider it exceedingly rare. I can just see it now. "We're 8th level and all we have is a stupid magic short sword, some elven chain, and a cursed ring of invisibility? For the whole party?! And 'orc-bane'? We haven't encountered an orc since 5th level."
This is because of modern D&D's absurd glut of magic items. Everybody in the fellowship except Gandalf had at the very least a +stealth cloak. Four people had magic daggers. At least two had magic longswords, and combining Boromir's rank with the known magic weapon crafting in the Arnor successor states it's likely three did. Legolas received a bow that was not mundane crafted by the same people who made ropes that came when called. Then there are the aforementioned ropes -- no way they weren't magic. Then there are the ring and the phial. Oh, and Gandalf had Narya. That's 18 or 19 magic items.
Two magic items per party member is slim pickings for 3.5 or Pathfinder, but not, from what I understand, out of line with first or second edition.
Of course you're no more going to read this than you apparently read the last post. You haven't bothered to dispute my points about what sting and the barrow daggers imply, simply ignoring them.

Vod Canockers |

Atarlost wrote:Magic was less common than in D&D 3.5+, but it wasn't rare.You are splitting hairs and ridiculously so.
A *few* of the most 'heroic' characters in Middle earth had magic items, many did not. The magic items there were were prized highly and never bought or sold. These characters weren't even run-of the mill heros either, these were the guys who were saving the world and in some cases essentially royalty.
If I placed the number of magic items Frodo and Bilbo encountered in my PF game, my players would consider it exceedingly rare. I can just see it now. "We're 8th level and all we have is a stupid magic short sword, some elven chain, and a cursed ring of invisibility? For the whole party?! And 'orc-bane'? We haven't encountered an orc since 5th level."
You might want to go back and re-read those stories. The One Ring is not a "cursed ring of invisibility." It isn't even really a ring of invisibility, the wearer actually moves onto another plane, that is why Frodo was so easily spotted and attacked by the Nazgul. It also allowed the wearer, if he knew how, the ability to control the wearers of all the other Rings of Power.
I guess you are also ignoring Gandalf's Sword, the swords that Merry & Pippin were carrying, Aragorn's sword, Boromir's Horn, everyone's cloaks, ropes, the Phial of Galadrial, Sam's box of earth.
The stories are full of magic items, and the party is well equipped.

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Not at all. The way i like it is that the PC caster are one of the few and soon one of the most powerful wielders of magic in the land. What items the party acquires from deep dungeons and ancient tombs constitutes most of what anyone in the kingdom has seen. the DM can make a magic armor and sword available to our melee friends without Bobs Magic Emporium at every city.

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Dennis Baker wrote:Atarlost wrote:Magic was less common than in D&D 3.5+, but it wasn't rare.You are splitting hairs and ridiculously so.
A *few* of the most 'heroic' characters in Middle earth had magic items, many did not. The magic items there were were prized highly and never bought or sold. These characters weren't even run-of the mill heros either, these were the guys who were saving the world and in some cases essentially royalty.
If I placed the number of magic items Frodo and Bilbo encountered in my PF game, my players would consider it exceedingly rare. I can just see it now. "We're 8th level and all we have is a stupid magic short sword, some elven chain, and a cursed ring of invisibility? For the whole party?! And 'orc-bane'? We haven't encountered an orc since 5th level."
You might want to go back and re-read those stories. The One Ring is not a "cursed ring of invisibility." It isn't even really a ring of invisibility, the wearer actually moves onto another plane, that is why Frodo was so easily spotted and attacked by the Nazgul. It also allowed the wearer, if he knew how, the ability to control the wearers of all the other Rings of Power.
I guess you are also ignoring Gandalf's Sword, the swords that Merry & Pippin were carrying, Aragorn's sword, Boromir's Horn, everyone's cloaks, ropes, the Phial of Galadrial, Sam's box of earth.
The stories are full of magic items, and the party is well equipped.
But not once did they go to Bob's One stop Magic Doohicky Shop with a sack full of coins and go wild buying the things they wanted. They were gifts from allies and the spoils of battle. Sword of ancient elven kings found on enemies is cool, random +1 from Magimart not so much.

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Of course you're no more going to read this than you apparently read the last post. You haven't bothered to dispute my points about what sting and the barrow daggers imply, simply ignoring them.
Mostly because none of this is relevant to the discussion.
Basically you are claiming that its not rare it's only uncommon or some other hair-splitting BS. They're saving the WORLD and the best they can kick up is a few snakey ropes and a nicely made chainmail shirt from when someone was a kid?
Regardless. I really don't care if it's rare or "uncommon" or whatever nit-picky definition you want to give it. It's irrelevant to the discussion. As you say at the top of your post, compared to the game we're discussing, it's pretty damned rare.

Thomas Long 175 |
We also might want to note for the lord of the rings thing. PF and D&D, magic you can study. You can't, per se, "study" magic in Middle Earth. A few of the most ancient elves might have possessed it, but "wizards" there aren't wizards as we know them.
They're literally not of any species of middle earth. They're agents of a divine pantheon. Of course magic is rarer in that world. There is no arcane magic there. There are 7 beings known to use magic that are not gods in middle earth, and 5 of them (The "wizards") are direct servants of the gods and not mortal at that. The other 2 (Tom Bombadil and Galadriel) basically date back to the creation of the earth and Tom even the agents of those that created middle earth don't know how he got there or what he is.
Everyone else that "used" magic in middle earth: Gods each and every one.
So yeah, magic is rarer there. Because arcane magic doesn't exist, divine magic is only handed down to what basically constitutes lawful good outsiders and a single known elf FROM THE BEGINNING OF TIME, and a single being that not even the immortal agents of the gods know where he came from.
i.e. Middle earth= no wizard, no sorcerer, no cleric, no druid, no magus, no summoner.

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Gandolf used magic, but magic was fairly rare in Tolkein's world. There were wizards in Lahknmar but magic items were exceedingly rare there also. In fact in most fantasy worlds there are 'magic users' but little in the way of available magic items.
In a game, much of it depends on whether the player character classes are common or not. You can have wizard player characters, in a world where wizards are exceedingly rare and magic items are equally scarce.
That said, there is a sort of built in assumption that players have access to magic, if you severely limit access to magic, you need to change the nature of some encounters, otherwise things get skewed in a hurry.
Exactly.
Darksun had magic but magic items were rare.

Arturick |
The way i like it is that the PC caster are one of the few and soon one of the most powerful wielders of magic in the land.
Yeah, the problem with this is that every campaign has to start AFTER THE MAGIPOCALYPSE.
"Yeah, we used to have wizards and messiahs running around, but now we live in a crapsack world of ruins and monsters. Being a stupid, crap-covered farmer, I'll view your interest in arts that apparently ended the world as we know it as 'heroic' rather than 'harbinger of the end times.'"
If this concept works for you, then great. However, it runs a little bit contrary to "Old School" D&D which certainly leaned this way thematically, but at the same time required you to train under people more powerful than you to level up.
"Magic sure is rare and special."
"Sure is, now let's get back to Hogwarts and train for level 3."

Vod Canockers |

We also might want to note for the lord of the rings thing. PF and D&D, magic you can study. You can't, per se, "study" magic in Middle Earth. A few of the most ancient elves might have possessed it, but "wizards" there aren't wizards as we know them.
They're literally not of any species of middle earth. They're agents of a divine pantheon. Of course magic is rarer in that world. There is no arcane magic there. There are 7 beings known to use magic that are not gods in middle earth, and 5 of them (The "wizards") are direct servants of the gods and not mortal at that. The other 2 (Tom Bombadil and Galadriel) basically date back to the creation of the earth and Tom even the agents of those that created middle earth don't know how he got there or what he is.
Everyone else that "used" magic in middle earth: Gods each and every one.
So yeah, magic is rarer there. Because arcane magic doesn't exist, divine magic is only handed down to what basically constitutes lawful good outsiders and a single known elf FROM THE BEGINNING OF TIME, and a single being that not even the immortal agents of the gods know where he came from.
i.e. Middle earth= no wizard, no sorcerer, no cleric, no druid, no magus, no summoner.
So how do you explain the prolific amount of magical items that exist in Middle Earth? Tolkien didn't write, Bilbo pulled out Sting, the +2 Orc Bane short sword. Nor did he mention or describe all the use of magic in his writing.

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Andrew R wrote:The way i like it is that the PC caster are one of the few and soon one of the most powerful wielders of magic in the land.Yeah, the problem with this is that every campaign has to start AFTER THE MAGIPOCALYPSE.
"Yeah, we used to have wizards and messiahs running around, but now we live in a crapsack world of ruins and monsters. Being a stupid, crap-covered farmer, I'll view your interest in arts that apparently ended the world as we know it as 'heroic' rather than 'harbinger of the end times.'"
If this concept works for you, then great. However, it runs a little bit contrary to "Old School" D&D which certainly leaned this way thematically, but at the same time required you to train under people more powerful than you to level up.
"Magic sure is rare and special."
"Sure is, now let's get back to Hogwarts and train for level 3."
Not at all, caster, divine and arcane alike, can be and always been rare. There is no need for a past filled with wizards galore. Really that feels like what most fully magic games are. look at golarion, the atlantean, er azlanti, had all sort of magic they are still trying to figure out and reproduce.

mplindustries |

Atarlost wrote:Of course you're no more going to read this than you apparently read the last post. You haven't bothered to dispute my points about what sting and the barrow daggers imply, simply ignoring them.Mostly because none of this is relevant to the discussion.
Basically you are claiming that its not rare it's only uncommon or some other hair-splitting BS. They're saving the WORLD and the best they can kick up is a few snakey ropes and a nicely made chainmail shirt from when someone was a kid?
Regardless. I really don't care if it's rare or "uncommon" or whatever nit-picky definition you want to give it. It's irrelevant to the discussion. As you say at the top of your post, compared to the game we're discussing, it's pretty damned rare.
I have to say, nearly 20 magic items for a party of characters whose highest level member (not counting Gandalf because he was an NPC and not even a normal mortal race) was 5th or 6th level seems pretty spot on for the WBL guidelines.

kyrt-ryder |
I have to disagree with the TE.
If magic is special is always based on the campaign background.
I remember "Das schwarze Auge/The Dark Eye" (before the campaign switch^^), a german low magic RPG. There you have casters as character classes, but the campaign background clearly says that less then 10% of all people can use magic and of these only 5% get a proper education.The magic item level was way lower then in PF, mainly because creating a magic item means you have to add some of your own magic permanently to this item.
Also magic was really detailed out in DSA, there was no "scorching ray" it's called "Ignifaxius flameray" and had a special gestic destribte your character have to use to cast it. Also some "special rules" for each spell + backgorund.
Also magic education was really detailed to, with ~ 30 different magic academys for wizards (which really diverse massivly).
Also one funny thing to mention, as DSA use a Manapool magic system without any level limitations for spells (only in effektivness), so a wizard was much more flexible.If you set the campaign backgorund right, you can also have a "magic is special" feeling with casters as character classes.
The problem with DnD/PF is that it's very generic, so magic is on the same level as "gear" and that is the main problem (with all generic non-campaign related systems).
Also of course you need a group which knows the campaign world and is able to adapt and play in it.
^See, in a setting like that the only class I would be able to will myself to play is a Wizard or MAYBE a Sorcerer if they didn't get screwed too much by 'not getting a proper education.'

Starbuck_II |

Middle Earth didn't really have "wizards" in the D&D sense. Gandalf, Saruman, and Sauron were all Archangels. The Elves had magic crafting skills they learned from back in the day when they lived with God. The dwarves are hinted to have crafted "magicky" stuff ("they crafted mighty spells"), and mithril armor was magic-ish.
Ultimately, you have to figure out that magic items were sufficiently common in Middle Earth for Gandalf to not immediately lose his mind upon discovering that Bilbo had found a magic ring.
Tom B was a (druid?) Wizard. Human warlocks also existed (most were evil).
All elves can cast nature "song": magic (they called not magic though) remember Elrond made the waves of water rush forth at the Nazgul?the Witch-King was already a sorcerer while he was still Dunedain (1/2 elf), before becoming Ringwraith.

Thomas Long 175 |
Tom B was a (druid?) Wizard. Human warlocks also existed (most were evil).
All elves can cast nature "song": magic (they called not magic though) remember Galandriel made the waves of water rush forth at the Nazgul?
Ah yes I had forgotten Arandel. Tom B was closest to a druid and I noted him there (they said he derived his powers off the land).
There is no mention of human warlocks in the book in my memory. As good as the movie the hobbit was, a lot of it is nonsense Hollywood threw in, in order to make it long enough so that they could milk out an additional two movies.
Elves regularly showed no inherent magical power beyond what seemed to be the elite ruling class, and as far as I remember there was no mention of all of them being magic users.

Arturick |
Tom Bombadil is NOT a druid.
Tom Bombadil's origins in the cosmology of Middle-earth were left vague by Tolkien. He calls himself the "Eldest" and the "Master". He claims to remember "the first raindrop and the first acorn", and "knew the dark under the stars when it was fearless — before the Dark Lord came from Outside." He does not neatly fit into the categories of beings Tolkien created.
Tom Bombadil is God's long lost brother.

johnlocke90 |
Not at all. The way i like it is that the PC caster are one of the few and soon one of the most powerful wielders of magic in the land. What items the party acquires from deep dungeons and ancient tombs constitutes most of what anyone in the kingdom has seen. the DM can make a magic armor and sword available to our melee friends without Bobs Magic Emporium at every city.
Its important to distinguish between special to the PCs and special to the players. Its very easy to make spell casters seem special to the characters. The DM just says "spell casters are rare in the world."
While the DM may say magic items and spell casters are rare, its not going to feel rare to the players if they regularly have a spell caster in the party and magic items available.
The OP is looking at it from a player perspective. There is nothing special about a wizard or a magic longsword when you know you are going to get one anyway.