It's easy. Don't use all the magic.
If only it were that easy. :D
Uh. yes it is.
When people start talking about excessive magic in D&D-type games, they usually either go straight for "excessive numbers of magic items" or "fireball-type spells" and, yeah, both of those are easy to get rid of.
But then there's healing magic.
D&D and its clones are heavily based on characters being able to be beaten down and bounce back repeatedly, in rapid succession, often within the span of a single combat. If you take away clerical healing spells and barrels of healing potions, characters are no longer able to do that, instead taking days, weeks, or even months to recover from their injuries after combat.
Look, I don't how to say this without sounding like I'm mocking you. But yeah, that's SO obvious to me, and I assume everyone else, that I didn't think it needed to be stated. Combat becomes more lethel,less frequent, and in the end something to avoid, rather than engage in willy-nilly. In that sense, it also becomes more meaningful.
One thing you are neglecting: we're talking about Astonishing Swordsmen and Sorcerers of Hyperborea here. In this game, for normal rest, each character gets to roll one hit die and add their CON mod every day for healing. Complete bedrest for 24 hours heals up a full hit die plus the CON mod. That's a game changer that isn't present in old-school D&D and it's clones. So, your PC gets the crap kicked out of him, and has to take it easy for a couple weeks of game time. That's no big deal. Magicians take time off to scribe scrolls in standard games. No biggie.
This, in turn, requires significant changes to adventure design to compensate for the radically-reduced durability of the PCs. Which is a good deal more trouble than just saying "this magic doesn't exist".
Okay, I'm really confused by this. Are you talking about existing adventures? I mean, I wouldn't run the G and D series without magic, for example.
But again, I'm stunned that this isn't obvious. I mean, yeah no kidding, a couple combats in a period without any rest, and yeah, TPK. Got it. It's obvious. To the point of, "DUH!!!!" And I flatly disagree that designing an adventure for a party with essentially no magic is difficult. I just can't see how it would be any different than coming up with an adventure for standard D&D, in the sense that you write to the setting. (Well, at least I do.) Matter of fact, I think it's easier, as there are far less variables to account for. Does it require a different thought process during design than cranking out a standard D&D adventure? Well, yes......to a degree, but it's not like you're writing for some foreign system. Do the players then have to change their habits and not simply charge into combat at every chance? Yes..... Again...this is obvious stuff here. And frankly, I wouldn't want to play with players who were too stupid to realize the situation they were in, or play with a DM who was blind to the realities which a lack of healing magic brings to the game, and ran a "stock" D&D adventure.
It's not rocket science. I know rocket scientists. The stuff they do is HARD. This is easy.
Last edited by francisca (9/17/2015 6:38 am)