Asmotherion
2017-10-03, 07:14 PM
Gritty Realism and High Magic: Most DMs prefear not to mix those two together. I however played in a campain were it worked nicelly, and made up my own system for my own campain.
Now next session the players will be introduced to their first Magic Item. Since it's a High Magic world, I expect those to exist more or less around every corner; however, I was thinking on how to push the Gritty Realism of this. The solution I found was quite simple.
Wile a lot of magic items exist, most are not "mastercrafted". Those that have a set use per day, will recharge less slots each day, and have a 50% chance of loosing all magic when using the last slot. Other items, depending on who they were designed for, will malfunction on certain circumstances (inspiration for this was the Draw Elf Magical items).
Practically, when they find a magic item, I roll %. On a 90-100 the item is indeed a masterpiece; on a 80-90, it is a masterpiece, but also has a curse attached (including the possibility of being possesed by a Ghost etc). 01-10 it is a cursed item (could be refluffed as poorly crafted), and gives no benefits. Any other result gives a mediocre magic item.
Magic is supposed to have unstable and sometimes unpredictable results, so I try to include more magic items into the campain, without having players "forget" about their abilities. At the same time, I want to emphasise that, just because magic is an everyday thing, it doesn't mean an Utopian world.
Thoughts on this approach?
Now next session the players will be introduced to their first Magic Item. Since it's a High Magic world, I expect those to exist more or less around every corner; however, I was thinking on how to push the Gritty Realism of this. The solution I found was quite simple.
Wile a lot of magic items exist, most are not "mastercrafted". Those that have a set use per day, will recharge less slots each day, and have a 50% chance of loosing all magic when using the last slot. Other items, depending on who they were designed for, will malfunction on certain circumstances (inspiration for this was the Draw Elf Magical items).
Practically, when they find a magic item, I roll %. On a 90-100 the item is indeed a masterpiece; on a 80-90, it is a masterpiece, but also has a curse attached (including the possibility of being possesed by a Ghost etc). 01-10 it is a cursed item (could be refluffed as poorly crafted), and gives no benefits. Any other result gives a mediocre magic item.
Magic is supposed to have unstable and sometimes unpredictable results, so I try to include more magic items into the campain, without having players "forget" about their abilities. At the same time, I want to emphasise that, just because magic is an everyday thing, it doesn't mean an Utopian world.
Thoughts on this approach?