Why low magic?


Pathfinder First Edition General Discussion

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BlackOuroboros wrote:
I've been at the tabletop thing long enough to recognize code-words like "realism". Rarely, it means verisimilitude, which means your probably in store for a pretty enjoyable, engrossing game. More often than not, though, it means "get ready for the GM to waste your time".

Your post had the word "realistic" in it, so I was responding only to your post regarding that. I agree, that verisimilitude is the goal, not realism. I didn't bring up "realistic", you did.

BlackOuroboros wrote:
Your definition if "low magic" is pretty high on magic, I must say. Mostly when I think of low magic I think of worlds like Conan, Thieves World, or Iron Heroes. Those are pretty good world/systems and worth playing. Your definition of "low magic" seems to mean "past level 10, you're cut off at the knees" and sounds boring.

And your definition of low magic is pretty low. To me a low magic PF setting would include up to 3rd level spells (something like E6, which I consider a low magic game). High magic to me, is about one shot kills by spell, bringing the dead back to life, and other things that high level spells have in result. I would go as far as saying a low magic game would stop at 9th level. So "cutting off the knees" issues wouldn't even exist. Higher levels would almost require a much higher level of magic to apply.

I consider playing a low magic game a diversion from the games I normally play, and would unlikely purchase an existing game like Conan or Iron Heroes to do so. I'm not that interested in a low magic game enough to want to spend money on it. I'd only play one for a short campaign and rely on my own rules only. I've done it, and it was fun for my players or so they told me. It definitely isn't for everyone.


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Quark Blast wrote:
Someone up-thread said:
Quote:
Dungeons as literally underground mazes of multiple chambers are something we've thrown out of our games, beings so unrealistic and non-existing comparing to real world places - at our table they don't make sense, so we don't use them.

And if everyone is on the same page I'll bet it works great. But then are you playing PF? No, not really.

If you want to know how any game is to be played just look at the modules/APs and that pretty well spells it out for you.

Those who have departed from the one true way, and do not play the unadulterated game as it was revealed by the blessed developers are no longer worthy to bear the name of Pathfinders. Their magic elf game isn't the TRUE magic elf game that alone is Pathfinder.


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I would pay Paizo money for a low magic Pathfinder setting, or even just a set of guidelines and variant rules to that effect.


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Ragnarok Aeon wrote:
Laurefindel wrote:
I'd say Low-magic allows for a certain type of immersion. DMs and players are able to feel immersed in their standard high magic fantasy Pathfinder games. Some themes are more difficult to convey in high-magic; therefore low-magic has its place.

Yeah, I should correct that, low-magic helps makes the game feel more immersive in the types of setting that many GMs run.

Now if you're running a setting where cities are floating on in the sky on rocks, lords get resurrected every time an assassin tries to make an attempt on their lives, and wizards run taxi services, then low-magic makes no sense (or you're playing in a sci-fi setting ;p).

Granted, it wouldn't fit into D&D/Pathfinder well, but Steven Brust's Vlad Taltos fantasy series has a lot of that... in the first book. It's got three obviously different kinds of magic and psychics.

One could argue that there are sci-fi elements in other places in the series, but it is undoubtedly a fantasy setting. Then again, it's so high magic it is not even funny... but it is definitely cool. Just saying...

Even so, I think that if I ever want to run something in the vein of LotRs or Conan with Pathfinder, I think I'd just make it E8 and call it a day. No, it is not perfect, but cut a few spells and leave the powerful, in game (plot) effects to NPC monsters (caster liches) and you might be set. Then again... I'm kind of lazy that way.


Quark Blast wrote:
If your kind of fun is finding unexpected problems through insufficiently thought out and poorly play-tested rules changes, then use 3.PF for a low magic campaign 'cause you'll have loads of fun.

Except that there's nothing unexpected about the problems, since dozens of people across dozens of threads like this have already pointed out where the problems are likely to be.

At some level, low magic 3.PF is like buying one of those miracle carburetor that runs on water and lets your car get a million miles per gallon, or an Internet-advertised "cure Big Pharma doesn't want you to know about."

No one is surprised that it doesn't work except for the poor fool who decided to try it.


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And when it does, nobody believes it, or the players are accused of not playing One True Pathfinder. And the world continues turning....

Grand Lodge

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Man, people sure are upset and defensive about how other people want to play the game. Why all the sarcasm, ridicule, and hostility?

I've personally played in and run several low-magic campaigns and they've always worked out just fine. Fun was had by all at the table. To each their own, all right?

Silver Crusade

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Headfirst wrote:

Man, people sure are upset and defensive about how other people want to play the game. Why all the sarcasm, ridicule, and hostility?

I've personally played in and run several low-magic campaigns and they've always worked out just fine. Fun was had by all at the table. To each their own, all right?

No, your fun is badwrongfun, and the only thing that awaits you down that path is wailing and gnashing of teeth. The only way to have fun is to follow the Core Book path to The One True Game. Stray but a little and you shall be damned to misery for all time.


Headfirst wrote:

Man, people sure are upset and defensive about how other people want to play the game. Why all the sarcasm, ridicule, and hostility?

I've personally played in and run several low-magic campaigns and they've always worked out just fine. Fun was had by all at the table. To each their own, all right?

NEIN! NEIN! NEIN! Das ist verboten! And RAW CRB isn't broken in the slightest by tier 1 and 2 classes... *BLAM*


gamer-printer wrote:
Suggesting there's a link is you not reading all my responses in this thread.

Well now, if that isn't parapraxes of the first order. :D


zend0g wrote:
NEIN! NEIN! NEIN! Das ist verboten! And RAW CRB isn't broken in the slightest by tier 1 and 2 classes... *BLAM*

Best post so far! :D


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I fully admit that many variant games I play based on Pathfinder are not TRUE Pathfinder, but as mentioned several times now - who cares? What does it matter that my games might not be fully Pathfinder in every game? As said, I love the PF toolset for creating fun games for my friends. With the amount of options available many variant games can be created out of the same toolbox, even if not all the tools are used, and some are added ad-hoc. Neither myself, nor my players are keeping score at how closely our game cleaves to the Pathfinder - most of my games aren't designed for publication, nor intended to be shared with others, they are just for my table. And to be honest, those few low magic games we ran, the rules we determined to be useful in a low magic game required some changes as we leveled up and the power levels increased - tweaked as we go. What worked from 1st - 3rd level required some tweaking the higher we went. There were no single set of variant rules that worked for every level. I played it by ear, and adjusted as we went along.

Undoubtable some have tried to work with one set of rule variants for low magic and failed. That doesn't mean that everyone's attempt would fail. You just need perservence and common sense to make most anything work.


gamer-printer wrote:

I fully admit that many variant games I play based on Pathfinder are not TRUE Pathfinder, but as mentioned several times now - who cares? What does it matter that my games might not be fully Pathfinder in every game? As said, I love the PF toolset for creating fun games for my friends. With the amount of options available many variant games can be created out of the same toolbox, even if not all the tools are used, and some are added ad-hoc. Neither myself, nor my players are keeping score at how closely our game cleaves to the Pathfinder - most of my games aren't designed for publication, nor intended to be shared with others, they are just for my table. And to be honest, those few low magic games we ran, the rules we determined to be useful in a low magic game required some changes as we leveled up and the power levels increased - tweaked as we go. What worked from 1st - 3rd level required some tweaking the higher we went. There were no single set of variant rules that worked for every level. I played it by ear, and adjusted as we went along.

Undoubtable some have tried to work with one set of rule variants for low magic and failed. That doesn't mean that everyone's attempt would fail. You just need perservence and common sense to make most anything work.

No one (that matters) cares about whether or not someone is playing CRB RAW only Pathfinder. What most people (who do matter) care about is when they are talking about Pathfinder, say on a messageboard, and are having a conversation about how weak the Rogue is. Then someone interjects that "No, Rogues are totally fine in Pathfinder." Only to be asked "OK, how then?" and find out that that person isn't playing Pathfinder. Their comments don't contribute to the discussion at all and detract from that topic. *THAT'S* when it matters whether or not you are playing Pathfinder. Of course, if such people would disclose "In my Pathfinder games, we let falling Rogues apply sneak attack to their fall damage and we ban X, Y and Z class, and we don't allow Pageant of the Peacock, and Rogues have a list of new Rogue Talents therefore Rogue isn't weak." Because then we *know* that they aren't talking about Pathfinder and explain as such to them.


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Or .. we could say that everyone's definition is different and yours/theirs/ours isn't the only one. Whether you believe that someone's definition of how they play, what rules they use or do not use are the "right" ones, and so on are insignificant.

Or in shorter terms, who decides who matters? Who here has been ordained the Lord Almighty of Pathfinder to make that determination?


No, everyone's definition is not different. When I talk about Pathfinder I'm talking about RAW Pathfinder. Always. Unless I disclose otherwise.

I don't know about you, but I don't think the opinions of people who care about whether someone is playing Pathfinder "correctly" matter, but maybe you can tell me why they do knightnday. I'm genuinely curious what value they could have.


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They have as much or as little value as anyone else's opinions. Attempting to dismiss opinions you dislike because they don't hit the bar on "playing the game right" is trying to control the conversation.

I could say "people who try to shove their opinion of what is the right way to play shouldn't be allowed to contribute to the discussion", but that isn't my decision. This isn't my message board and it isn't my conversation to control.

Their opinions and ways of playing are valid. While you may be talking about strictly by the book RAW Pathfinder with no deviation, that doesn't seem to be the common definition.

Whether you think or care about others opinions isn't significant. It's a public message board holding a public conversation. It isn't yours to control.


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Orfamay Quest wrote:
Quark Blast wrote:
If your kind of fun is finding unexpected problems through insufficiently thought out and poorly play-tested rules changes, then use 3.PF for a low magic campaign 'cause you'll have loads of fun.

Except that there's nothing unexpected about the problems, since dozens of people across dozens of threads like this have already pointed out where the problems are likely to be.

At some level, low magic 3.PF is like buying one of those miracle carburetor that runs on water and lets your car get a million miles per gallon, or an Internet-advertised "cure Big Pharma doesn't want you to know about."

No one is surprised that it doesn't work except for the poor fool who decided to try it.

Except, weirdly enough, for the pretty good number of people who all keep saying they've played games as low magic and had them be successful in the only way that can ever matter. They enjoyed the hell out of their games. Acting like low magic can't work when it quite evidently CAN work is a bit odd. Why do you have such an investment in trying to vanquish the very idea of low magic campaigns wherever it pops up?


While the whole "That's not Pathfinder!" issue is a thorny one, I do think it's fair to say that most discussion of Pathfinder assumes something reasonably close to RAW. If you wanna jump into a Rogue thread (or any other balance one) and insist that the Rogue is fine whenever you play it, the fact your game features a rogue with 4-level casting, Full BAB, d10 HD, and massively buffed Rogue Talents is rather relevant.


While that may be true for the rules forum and certain specific threads in other forums, there's no reason to assume it as standard in _all_ threads. Like, for example, this thread, which to a large degree has turned from "Why low magic?" to "WHY YOU SHOULD NOT PLAY LOW MAGIC!!!!!!11one".


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Anzyr wrote:
No one (that matters) cares about whether or not someone is playing CRB RAW only Pathfinder. What most people (who do matter) care about is when they are talking about Pathfinder, say on a messageboard, and are having a conversation about how weak the Rogue is. Then someone interjects that "No, Rogues are totally fine in Pathfinder." Only to be asked "OK, how then?" and find out that that person isn't playing Pathfinder. Their comments don't contribute to the discussion at all and detract from that topic. *THAT'S* when it matters whether or not you are playing Pathfinder. Of course, if such people would disclose "In my Pathfinder games, we let falling Rogues apply sneak attack to their fall damage and we ban X, Y and Z...

Show me anywhere in Pathfinder RAW that has to do with "low magic" and I might agree with you (which you won't find.) So obviously in a discussion about alternative ways to run a Pathfinder game (which is what running a low magic Pathfinder game implies), Pathfinder RAW is not even a part of that discussion, so why bring that up? Obviously, you must be one of those who don't matter, at least in this discussion. This is not a rules question, its about style of play, so issues of Pathfinder RAW doesn't belong here.

I believe this thread belongs on the Suggestions/House Rules/Homebrew board and not in the Discussion board anyway.

When I run a standard Pathfinder game, I don't even have any house rules, RAW is the only way I play a normal game. In games that include 3PP material, then I rely on Pathfinder RAW and the specific 3PP RAW as well.


gamer-printer wrote:
Anzyr wrote:
No one (that matters) cares about whether or not someone is playing CRB RAW only Pathfinder. What most people (who do matter) care about is when they are talking about Pathfinder, say on a messageboard, and are having a conversation about how weak the Rogue is. Then someone interjects that "No, Rogues are totally fine in Pathfinder." Only to be asked "OK, how then?" and find out that that person isn't playing Pathfinder. Their comments don't contribute to the discussion at all and detract from that topic. *THAT'S* when it matters whether or not you are playing Pathfinder. Of course, if such people would disclose "In my Pathfinder games, we let falling Rogues apply sneak attack to their fall damage and we ban X, Y and Z...

Show me anywhere in Pathfinder RAW that has to do with "low magic" and I might agree with you (which you won't find.) So obviously in a discussion about alternative ways to run a Pathfinder game (which is what running a low magic Pathfinder game implies), Pathfinder RAW is not even a part of that discussion, so why bring that up? Obviously, you must be one of those who don't matter, at least in this discussion. This is not a rules question, its about style of play, so issues of Pathfinder RAW doesn't belong here.

I believe this thread belongs on the Suggestions/House Rules/Homebrew board and not in the Discussion board anyway.

When I run a standard Pathfinder game, I don't even have any house rules, RAW is the only way I play a normal game. In games that include 3PP material, then I rely on Pathfinder RAW and the specific 3PP RAW as well.

Well RAW, Pathfinder is inherently High Magic. Because it contains not one but FOUR full casters in the CRB. It also contains magic item crafting feats that create magic items with permanent effects. It also contains spells like Teleport, Raise Dead, Plane Shift, Planar Binding, Simulacrum, Time Stop, Miracle, and Wish. Again that's just the CRB, so we aren't even touching on Create Greater Demiplane. That sounds pretty High Magic to me.

My actual point though was agreeing with you that no one should care how people play. People only care when someone brings their houserules into a discussion about Pathfinder. And in Pathfinder the Rogue is weak, no matter what their houserules might say.


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Ah, then pardon my misreading of your post. I think that in many probable low magic games, rogues would be less weak (though even then, they would still be weak).


This thread isn't about how to do low magic, just why people would want to. Or at least that's what it was at the start. Now it's something else.

I have a feeling much of the discussion is still going on because proponents of low magic feel that they're being attacked/their version is more coherent or better/they're defending themselves and the other side (note I didn't say opponents) is sharing their experiences with bad GMs (who also used low magic)/tried low magic and didn't enjoy it/would like to do low magic but can't find a way to do it without a complete overhaul.

I have a feeling this thread is going the way of the rogue threads with two entrenched camps who need the other camp to be the "enemy". Most people posting in the rogue threads don't hate them. Even the ones who think they suck. The ones who think they suck just want them to be better. I would love to be able to hand my players the CRB rogue and tell them to queue up the Mission Impossible theme music instead of prepping the Benny Hill music for the first time they tried using stealth.


Say what you will about the rogue, but that's the first time I've heard them accused of actually being bad at stealth. : / Never had a problem with that before.


blahpers wrote:
Say what you will about the rogue, but that's the first time I've heard them accused of actually being bad at stealth. : / Never had a problem with that before.

Bad at stealth is probably overstating it, but I could see there being argument for quite a few classes doing stealth better than the rogue. The rogue doesn't have much in the way of stealth bonuses beyond just getting it as a class skill, while having spells definitely increases your options for sneaking around. Not to mention that the rogue isn't the best solo combatant, if something goes wrong and he needs to fight.


It was mostly a comment on how bad stealth the skill is with a little bit of how much the rogue seems to emphasize it (it's in the first sentence after Role:) and how useless the rogue is at fighting people in conditions good for stealth (no sneak attacks in dim light or from more than 30 feet away). I was thinking old stealth though, where it broke the second you left cover and the rogue's first scouting trip ended with them trying to knock out the thing that had noticed them but it was too far away/had too much health and instead they had to flee.

And yeah, the rogue isn't particularly better at it than anyone else (at least not better than anyone with invisibility). I'm glad to see they finally get Hide in Plain Sight, too bad it's in their favored terrain only, and only as an advanced talent.


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Bob Bob Bob wrote:
This thread isn't about how to do low magic, just why people would want to. Or at least that's what it was at the start. Now it's something else.

I think the "why" is obvious. Lots of inspiration for our games come from books and movies. Most examples are a lot lower in magic than a typical Pathfinder game. If we want to emulate the fantasies of media, Pathfinder is just too high of magic to even be close.

I don't get the animosity either. And you're right because of all the "nasty" that's being thrown around, most of us trying to answer the OP question spends more time defending our point of view and getting away from the original point. I find it very sad that intelligent discussion cannot be achieved.

I'm sure some people have had bad experiences in other GM's failed attempts at running a low magic game - that shouldn't mean everyone would share the same experience.


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gamer-printer wrote:
I think the "why" is obvious. Lots of inspiration for our games come from books and movies. Most examples are a lot lower in magic than a typical Pathfinder game. If we want to emulate the fantasies of media, Pathfinder is just too high of magic to even be close.

I can't think of any setting where magic like Pathfinder's appears. I can think of a few where there's magic that's more powerful, but then it comes with significant risks and/or isn't easily repeatable the next day. I can think of others where there's more magic around, but then it's a lot less powerful. But something is minor as never messing up the casting is outside the scope of a vast amount of potential inspirations.


If you look though the Inner Sea World Guide and adventure paths, you can see many political systems, institutions and systems that should not according to "RAW" high magic and omnipresent magic items. I would prefer not to rewrite all my settings to resemble the world of Exalted at its height. So, something has to shift. Something has to shift just to keep a "middle magic" world - where PCs can have access to high levels depending on level but the rest of the world has less limited access.


Okay it looks like a few problems are popping up because people don't remember what this thread was actually about...

This thread was asking why people use Pathfinder for low-magic games. It is a legitimate question that has every right to be here (Most games have at least one house rule, even PFS has its own houserules).

For the discussion about what is or isn't Pathfinder see What Does I am Running a Pathfinder Game Mean?

For Low Magic Houserules or E6/E8 or really any modification to the original rules, please make a new thread in the Houserules / Homebrew

And if you know better RPGs for our low magic need, make a thread in Other RPGs and maybe toss us a link and let us know.


blahpers wrote:
Say what you will about the rogue, but that's the first time I've heard them accused of actually being bad at stealth. : / Never had a problem with that before.

It depends on whether or not you use SKR taking 10 rules.

If the guards are taking 10 on perception and you can take 10 on stealth, then sure a rogue can stealth pretty well. If not, they will probably fail.


Marroar Gellantara wrote:
blahpers wrote:
Say what you will about the rogue, but that's the first time I've heard them accused of actually being bad at stealth. : / Never had a problem with that before.

It depends on whether or not you use SKR taking 10 rules.

If the guards are taking 10 on perception and you can take 10 on stealth, then sure a rogue can stealth pretty well. If not, they will probably fail.

It's possible to get really really good at stealth even without that, using Hellcat Stealth and various other stuff. I don't think any of it actually requires rogue levels though.

So I think rogues can be really good at stealth, but not as good as a bard or ranger :P


Ragnarok Aeon wrote:

Okay it looks like a few problems are popping up because people don't remember what this thread was actually about...

This thread was asking why people use Pathfinder for low-magic games. It is a legitimate question that has every right to be here (Most games have at least one house rule, even PFS has its own houserules).

I think the OP is both why do you want to play in a low magic setting at all, and why do so using Pathfinder - so I don't think I've departed from the OP questions. Let's look at the OP question(s) again.

Malwing wrote:

Basically if you are a person that desires low magic campaign, why do you want this? Especially in a magic-heavy system like Pathfinder?

To clarify I'm not saying "If you like low magic so much get your butt in a different system." I'm trying to understand why there are a lot of attempts at low magic. Is it an innate storytelling desire? Is magic just complicated and overpowered? Are you trying to mimic a book or movie's setting and heavy magic disrupts it? Are you tired of all caster parties?

The first sentence (quoted above), in fact, is asking why do want to play a low magic game (at all), as well as the entire paragraph that follows. Even though the second sentence is an incomplete sentence, because its its own partial sentence - those are two separate questions here. (I see two separate question marks.)

My most recent post above stating that the "Why" is obvious..." answers the first question.

Then most of my other posts answers the second question - "why try to do so with Pathfinder", and that is because like D&D 3x, Pathfinder is a wonderful toolbox that can be worked towards any goal. Afterall, the entire d20 revolution of variant games stems from the 3x ruleset. As a live game, Pathfinder becomes the base that alternates can be created from. 3x is not a live (still published) game anymore, so why not use Pathfinder instead of 3x to achieve your chosen variant?

Keeping Pathfinder pure and as is, you have your very high magic game. Modifying that ruleset by removing some of it and/or replacing parts of it with alternate "magic weaker" (or other) rules allows a different take towards many possible goals.

So I disagree that we've departed from the OP question, since 2 different points are being asked, then answered here. If you, Ragnarok Aeon, want to isolate the discussion to the second question only, perhaps you should start a separate thread discussing that, or perhaps Malwing should have specified that as the only question (but he didn't, he asked both questions).


why play low magic?

for starters one needs to define "low magic"

there are plenty of different "low magic" settings and each is tailored to a different "why".

p.e. one might want to run a high level game that isn't ruined by players being able to teleport out of any difficult situation. don't have access to their own personal dimensions. don't have a "seek and find" adventure be "i cast find the path"...

another might want to play a game where magic is scarce, and finding the magic sword is the reason to adventure, and not getting Xgp and Ygp in loot, sellable to the nearest magicitemsMart to craft whatever you want.

others want more gritty and uncertain adventures that they need to take care because dying isn't reduced to -7k gp for you for res and restoration

why use pathfinder?

why not? it has a multitude of classes, abilities, monsters that don't rely on high magic to work.

it is an easily customisable system

3.x rules are pretty well known so no need to learn new rules all over

etc


shroudb wrote:

why play low magic?

for starters one needs to define "low magic"

I think a discussion on low magic is too general to successfully define, since many of us have different perceptions what comprises a low magic game.

I think "Why play low magic" is a worthwhile question to ask without getting into specifics into an agreed upon definition at what that means. And I don't think one definition of low magic even exists.


Pathfinder LO Special Edition, Maps, Pathfinder Accessories, PF Special Edition Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Superscriber

Some possible definitions:

weak magic: magic exists, but cannot do anything really spectacular or requiring a lot of power. Hard to find a positive example, but you certainly couldn't do the examples below.

strong magic: magic exists and can do really spectacular powerful stuff. Example: bringing down a meteor on a specific target (Earthfall). Another example: flying cities.

low magic: magic exists, but is very rare and probably difficult to do. (see Authentic Thaumaturgy or HârnMaster)

high magic: magic exists, and is ubiquitous and fairly easy (for magic users, at least) to do.

I think using these definitions that standard Golarion is high strong magic. Whether a setting can be crafted using the Pathfinder rules which is low or weak magic, or both, is I think debatable. My understanding of the question in the OP is basically "why would you want to craft such a setting?"


My definition of playing a low-magic Pathfinder game:
Notably lower magic than Pathfinder's default.

Exactly how much differs from game to game.

I don't see any meaningful definition other than that-


Gaberlunzie wrote:

My definition of playing a low-magic Pathfinder game:

Notably lower magic than Pathfinder's default.

Exactly how much differs from game to game.

I don't see any meaningful definition other than that-

restricting 6th+ spells

and restricting magic itmes

and having spellcasters being hunted down

offer 3 distictive different games, all of them low magic.

if you dont play low magic you wont see any "meaningful" differance than "lower magic". if you play a good low magic campaign you can certainly notice that altering the settings offer much, MUCH greater palette of games.

each tailor made for the players.

again, the only reason to play, is "to have fun". Your fun differs from other people's fun, shocking news!


Ragnarok Aeon wrote:


Low Magic just helps makes the game feel immersive...

For some. I have had no problems at all totally immersing myself in High magic games for forty years.


Shroudb, I think you misunderstood me. I do like to play various forms of low magic, and in discussions about specific games or worlds, the distinction between various kinds of low magic are extremely important.

But in a general discussion that aims to include all kinds of low magic, such as answering the question "Why low magic?", the only meaningful definition I can come up with is "notably less magic than in default pathfinder".

That seems like it should include all games that people might have that they consider low magic.


Orfamay Quest wrote:
Quark Blast wrote:
If your kind of fun is finding unexpected problems through insufficiently thought out and poorly play-tested rules changes, then use 3.PF for a low magic campaign 'cause you'll have loads of fun.

Except that there's nothing unexpected about the problems, since dozens of people across dozens of threads like this have already pointed out where the problems are likely to be.

At some level, low magic 3.PF is like buying one of those miracle carburetor that runs on water and lets your car get a million miles per gallon, or an Internet-advertised "cure Big Pharma doesn't want you to know about."

No one is surprised that it doesn't work except for the poor fool who decided to try it.

Well, let us be fair. LowER Magic, say where you limit magic is some lesser way is certainly do-able.

In our games, more or less it's hard to buy things at Ye Olde Magic Shoppe . Potions, scrolls, sure. +1 times, not a big issue. But there's plenty of loot drops, and the DMs skew it towards armor and weapons a little. If you are a scimitar specialist, a magic scimitar will be dropped. Mind you, NOT specializing is maybe better.

A few spells have been nerfed.

we have 20 pt buy but no points from dumping.

So tweaks within the realm of normal houserules can certainly work.

But PF/Iron Heroes or E6 level games do have issues. (Well, yes E6 works just fine until the PC's are level 8 or so).

Not saying they cant be fun, even with those issues. But, maybe rather than buck those issues, play Iron Heroes?

RPG Superstar 2012 Top 16

Low Magic can be defined many ways. But the best way would simply be by spell level, 0-9, and character level, 1-20.

As soon as you take away spell levels and character levels, you are immediately putting a ceiling into play lower then the default game.

Your choice now is where the ceiling is.

E6 seems about the lowest character level that is viable and usable long term in a setting, and pretty much covers 'low magic'.

Level 3 spells are about the top of what you can use and even claim to be low magic. You've got the major cures, excellent healing, fly, fireball, remove curse, decent illusions, okay summons and some minor shapeshifting all covered. These can all be used as dominating factors, but the restriction now is how often and how many times a day, which will be limited if character level is low. Probably the biggest thing you don't have is ranged dimensional movement, as Blink is short range and Dimension Door is next level.
Magic will still be fantastic, and weapons and armor up to +2 exist, but won't be 'mighty'. Since you don't have room to meta up damage spells or their saves, magic is much less potentially lethal then in PF.

Level 2 spells let you levitate, still have illusions and some summons, healing HP is harder and lesser Restore takes care of stats. Scorching Ray is now the high damage spell, and there's almost no AoE's. Greater Magic Weapon/Vestment doesn't exist, so no items above +1. Barkskin is very strong.
Magic will be versatile and useful, but not very strong at all.

Restricting to level 1 spells means Shocking Grasp, Burning Hands and Magic mIssile are now your main damage spells. Shield and Mage armor become quite powerful. You can't stay off the ground or even walk on water anymore, although you can fall off cliffs and float to the ground. You can still cure light wounds, but other injuries are beyond you. You can't even slow poison down. No Continual Flame means illumination is back to torches and lanterns.
magic will be occasionally useful, but neither powerful nor dominating except in special circumstances.

==Aelryinth

Sovereign Court

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DrDeth wrote:
But PF/Iron Heroes or E6 level games do have issues. (Well, yes E6 works just fine until the PC's are level 8 or so).

Admittedly I've never played E6 - but isn't the whole point that the PCs never go past level 6, and then only gain additional feats instead of leveling? Therefore - if it works fine until the PCs are level 8 or so, isn't that basically saying that it works fine forever?

(Again - I've never played E6, though the idea of it intrigues me considering I consider 3-8 to be the sweet spot anyway.)


Charon's Little Helper wrote:
DrDeth wrote:
But PF/Iron Heroes or E6 level games do have issues. (Well, yes E6 works just fine until the PC's are level 8 or so).

Admittedly I've never played E6 - but isn't the whole point that the PCs never go past level 6, and then only gain additional feats instead of leveling? Therefore - if it works fine until the PCs are level 8 or so, isn't that basically saying that it works fine forever?

(Again - I've never played E6, though the idea of it intrigues me considering I consider 3-8 to be the sweet spot anyway.)

Sorta. You get feats and some other things (it depends on the system) after that, but not what would be considered a full "level". I like levels 3-8 myself, and yes a lot of games are played there.

So, you can say you have a Level 16 E6 character, but it doesnt mean the same.

Let me put it this way. you are playing and having fun leveling up, looking forward to what you gain next. Then the DM sez no more levels, I will toss you a bonus feat once in a while. How long would you want to play at level '6"?

We had a game where we had fast leveling until 3, then normal until 5, then slow until 7, and then even slower. The playing got a little boring after we had been level 7 for several months.

Sovereign Court

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DrDeth wrote:
Let me put it this way. you are playing and having fun leveling up, looking forward to what you gain next. Then the DM sez no more levels, I will toss you a bonus feat once in a while. How long would you want to play at level '6"?

I've gotcha.

Frankly - if I was gonna play E6, for one thing I'd definitely warn the players going in.

For another - once they hit 6, I wouldn't continue having the group do standard adventuring stuff. They are among the greatest warriors in the known world! (unlike a normal campaign where there's always someone better)

I'd have them begin forming a power-base. The monk might start his own order. The wizard his own academy. Etc. Perhaps the group even begins to carve out their own kingdom, forming their capital upon the ruins of an ancient city which they've cleaned out of monsters.

Plus - I do love me some feat chains.

As for casters - it seems like in E6 those feats which only increase the caster level for a single spell in your repitoire would suddenly become pretty handy.


A campaign I ran basically the campaign as there were no magic items available in a Thorpe or Hamlet that wasnt someone's heirloom. They had places to buy basic equipment and a blacksmith who could repair or make items, but nothing crazy. But I also di it that if you had an odd weapon, the blacksmith, with help from descriptions from a player, could make a new one/repair one, it would just take a little time.

Funny-off topic story (sorry): the group was sent to an out-of-the-way thorpe to actually deliver an heirloom back to the rigthful family (good aligned party with a Paladin). They get there, and the Wizard of the group hears of a powerful Wizard living in town, and wants to trade spells with him (the party was lvl 3). So they plan to stay for the night so that the Wizards can trade spells the next day. They hear stories of a band of evil creatures that the Wizard has been protecting them from, but they don't get a valid description of the beasties. So, that night the beasties attack, and turns out they're goblins painted in all different colors and wearing bones and whatnot, and the "powerful Wizard" that the Thorpe has been revering is actually a Lvl 1 Sorcerer that's just been scaring the creatures off with color spray, burning hands, and magic missiles. So the group easily wipes out the goblins, and the Thorpe thinks that the party is a group of superheroes, and suddenly the Sorcerer has lost his "fame" and takes off. The look on the PC's faces was hilarious once it all played out.


Instead of a single low-to-high magic axis, maybe it would be better to think of magic in three dimensions:

1) How powerful is magic? That is, what can it do?

2) How reliable is magic?

3) How common is magic? Note that the answers to the first two questions will probably have a significant impact on this one.

At the extreme high end on all three dimensions, every player character is literally omnipotent and omniscient. This probably can't be done in a playable RPG. At the extreme low end magic doesn't work at all. This can easily be done, and in fact is done in a great many games. It has a hard time qualifying as fantasy, however.

Grand Lodge

I think the two most important things to define, in terms of magic in a game setting, is the proliferation of magic items and the status of magic-users.


Headfirst wrote:
I think the two most important things to define, in terms of magic in a game setting, is the proliferation of magic items and the status of magic-users.

you also need to define the power level of magic users and what they can get away with as well, in fact, those 2 things are more important than social status or worrying about the profileration of magic items

generally there are things you don't include in a low magic game

1. low grade big 6 magic items, anything below +3 and anything that isn't compounded. big 6 items are always compounded in groups with something else added and are always intended to scale over time

2. plot breaking and module disrupting spells that ruin the theme you are going for, such as fly or teleport in most cases, or potentially create water or purify food in a survival campaign

3. markets that sell more than a handful of magic items a month with the exception of maybe a potion, scroll or wand

4. high powered magical traps

5. high powered magical monsters and magical creatures, while a planetouched could work, a full on demon equal to or better than a vrock will wreck things


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gamer-printer wrote:
<snip>I don't get the animosity either. And you're right because of all the "nasty" that's being thrown around, most of us trying to answer the OP question spends more time defending our point of view and getting away from the original point. I find it very sad that intelligent discussion cannot be achieved.<snip>

My 1st LOL moment of the day was reading this. Here are some quotes that may help your understanding.

gamer-printer wrote:
Perhaps you lack the skills and inclination to do what I do, so its not for you, that's fine. I don't have such limitations, nor allow the naysayers to govern my home activities.
gamer-printer wrote:
I've been playing various iterations of D&D for 30 years and never had a problem tweaking any edition to a different set of parameters to fit whatever theme I wanted to run. Again its not the ruleset that is the barrier, rather it is the lack of imagination on the part of a given GM - we are not all equally skilled.
gamer-printer wrote:
If you can't swing a hammer, maybe it should be in more capable hands. Some of us may be artists with a hammer.

Yeah... stuff like that. <snort> :D

As for the OP. Well, it's all been said at this point. Everyone has admitted at least two things on this issue.

1) If you want "low magic" (whatever that is exactly) then you probably shouldn't be using 3.PF for quick and smooth results.

2) If you get your kicks from tweaking rules systems. Kewl! Everyone's campaign is homebrewed to a greater or lesser degree (excluding PFS and the like of course).

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