This is a site for discussing roleplaying games. Have fun doing so, but there is one major rule: do not discuss political issues that aren't directly and uniquely related to the subject of the thread and about gaming. While this site is dedicated to free speech, the following will not be tolerated: devolving a thread into unrelated political discussion, sockpuppeting (using multiple and/or bogus accounts), disrupting topics without contributing to them, and posting images that could get someone fired in the workplace (an external link is OK, but clearly mark it as Not Safe For Work, or NSFW). If you receive a warning, please take it seriously and either move on to another topic or steer the discussion back to its original RPG-related theme.

D&D without Wizard PCs?

Started by RPGPundit, November 26, 2016, 01:25:19 AM

Previous topic - Next topic

Skywalker

Quote from: RPGPundit;932641Have you ever run a D&D campaign where you couldn't play wizard (and/or cleric) PCs? Either because the world itself didn't have it (low or no-magic), or because it was super-rare, or for some other reason inaccessible as a PC class?

I have run Adventures in Middle Earth that has neither wizards nor clerics in a D&D sense.

5 Stone Games

Quote from: RPGPundit;932641Have you ever run a D&D campaign where you couldn't play wizard (and/or cleric) PCs? Either because the world itself didn't have it (low or no-magic), or because it was super-rare, or for some other reason inaccessible as a PC class?

Closest I ever came was 5 fighters, One thief one ranger one mage.   I've also run "all thief" games though one character was multiclass wizard there as well

Both worked well and would have worked fine without the spell casters. Its actually a better type of game IMO than standard D&D

The only caveat is that the DM needs to be careful not to include encounters that require mages to fight and though its not essential some kind of rules that speed up healing

Without clerics and the like, one fight + a long period of downtime becomes the norm and this is not a play-style that is to everyone's taste

Lunamancer

I've been rounding up a character roster of all PCs I can remember from any campaign I ran that lasted any appreciable length of time. I'm finding a pretty severe shortage of magic-users. To me, that's find. Anyone and everyone is invited to play one if you wish. But only a few survive and have any longevity.
That's my two cents anyway. Carry on, crawler.

Tu ne cede malis sed contra audentior ito.

AsenRG

Quote from: Kiero;932736My ACKS game had no magic; D&D-derived system where I binned all the magic (and monsters) as a starting point. That's because it was a historical game, the only "magic" retained was divination.

Most of the PCs were variations on the Fighter, with one who was a Ranger-variant.

That's admittedly half the reason why I was interested in your game, the other reason being the historical setting;).
What Do You Do In Tekumel? See examples!
"Life is not fair. If the campaign setting is somewhat like life then the setting also is sometimes not fair." - Bren

Zirunel

#19
Well, it's not D&D exactly, but for setting reasons, Tekumel doesn't have mages. Not really. Sure there are "lay-priests" as a sop to those who think they want to be mages, but really those guys are just unemployed clerics. Also, no thieves, monks, rangers, druids (as such), paladins or bards. The only D&D-like classes permissible in the setting are fighter and cleric.

TrippyHippy

Adventures In Middle Earth is basically this.
I pretended that a picture of a toddler was representative of the Muslim Migrant population to Europe and then lied about a Private Message I sent to Pundit when I was admonished for it.  (Edited by Admin)

Krimson

I've played a lot of games like this but not because Wizards or other casters were forbidden. We just had lots of games where everyone wanted to play melee classes. I'm talking about my ever going AD&D 1e game in this respect. I have played in games, mostly 3.5e where the Big Five (Archivist, Artificer, Cleric, Druid, and Wizard) were unavailable and we did just fine. Usually games like this focus more on melee classes or thieves/rogues. There is certainly a certain charm about running a world without full casters. Healing and resurrection are limited to shrines and churches and temples, and if you're using something d20 you can use invocations to accomplish this - at a price.

Dropping full casters for the most part means that you no longer have an "I win" button. Tactics and strategy become more important and teamwork comes to the forefront. You can't just nuke, rinse and repeat like you can in high magic settings.
"Anyways, I for one never felt like it had a worse \'yiff factor\' than any other system." -- RPGPundit

Kiero

Quote from: AsenRG;932818That's admittedly half the reason why I was interested in your game, the other reason being the historical setting;).

I only got to run it for 8 sessions, but it worked really well. Absence of magic meant that preparation and tactics came to the forefront. In the big skirmish, we had one PC and their retinue forming a phalanx, another with their warband were roving cavalry, and the others were missile/skirmishers using the phalanx as mobile cover.

One of the big things was that the PCs didn't go about in armour routinely; not only is it uncomfortable when it gets hot, but it's rude to enter someone's home (and illegal for non-citizens to pass within a settlement's walls) armoured. It mean choosing to get armoured up was a big deal, but that in a pinch because they weren't assumed to be armoured all the time, it could be a choice. Their employer's villa was attacked by surprise during the night by some mercenaries, and the waking PCs were presented with a choice: take the time to get properly armoured, but possibly lose the fight, or just scoop up their shields and weapons and get stuck in. They chose the latter option, which put them at a disadvantage against the assailants, who were fully armoured. In addition whenever they went into the city, they had to do so unarmoured and unarmed, which adds a certain tension to the usual dockside carousing.
Currently running: Tyche\'s Favourites, a historical ACKS campaign set around Massalia in 300BC.

Our podcast site, In Sanity We Trust Productions.

Tetsubo

No. I abhor placing those type of 'walls' into a campaign. If I wanted to play a fantasy game without magic I wouldn't use D&D/PF.

crkrueger

Played in Dragonlance where there were no Clerics (the disks hadn't been found yet), and to play a Mage you had to make up your character and then go through The Test.  Only three mages ever came out of that campaign that ran for years.

Also played in a campaign where there were Clerics, Druids, Magic-Users, etc, but they were usually bound to Temples, Colleges, Circles, etc and hardly ever a free-roaming type.  If something was important enough, the various groups might supply scrolls, potions, etc,  possibly an apprentice or acolyte if shit was really hitting the fan, but for the most part, they were NPCs, always heading out under new orders when things were done.  If you wanted to play a roaming free agent of a magical group, you had to roll good enough to qualify for a Ranger or Paladin.
Even the the "cutting edge" storygamers for all their talk of narrative, plot, and drama are fucking obsessed with the god damned rules they use. - Estar

Yes, Sean Connery\'s thumb does indeed do megadamage. - Spinachcat

Isuldur is a badass because he stopped Sauron with a broken sword, but Iluvatar is the badass because he stopped Sauron with a hobbit. -Malleus Arianorum

"Tangency Edition" D&D would have no classes or races, but 17 genders to choose from. -TristramEvans

ZWEIHÄNDER

We sure did!

In fact, one of the longest running meta-plots of my D&D campaign world was that there are only ever 3 wizards of each school in existence. Player character wizards are treated as up-and-comers, and must battle NPC wizards to acquire new spells.
No thanks.

Ulairi

Quote from: RPGPundit;932641Have you ever run a D&D campaign where you couldn't play wizard (and/or cleric) PCs? Either because the world itself didn't have it (low or no-magic), or because it was super-rare, or for some other reason inaccessible as a PC class?

That's how we ran BirthRight. Only humans could use Clerical magic in the setting and I ran a campaign for almost an entire school year in high school with a group without any humans. Now, they could purchase healing but players didn't have any.

tenbones

Quote from: RPGPundit;932641Have you ever run a D&D campaign where you couldn't play wizard (and/or cleric) PCs? Either because the world itself didn't have it (low or no-magic), or because it was super-rare, or for some other reason inaccessible as a PC class?

By default, no matter what setting I'm running, I make magic "rare" in relation to what is generally accepted by most D&D standards. For me - being a spellcaster (arcane or divine) means something more than just being a profession. It means you're rare among the people of the world, in my games.

This doesn't mean that 9th level spells don't exist, and Staves of the Magi aren't there, etc. It just means magic is generally rare. I don't run my D&D games as magical fantasy Disneylands where you go on the ride (dungeon) where the +5 Holy Avenger drops. Spells are things players need to network with those other few casters. Clerics have to interact on behalf of their deities and their creed to perpetuate their deities' desires. So I make being a caster in my games require some work. But those challenges are designed to engage them because of their profession as they see fit. (I do the same with non-casters too - but obviously their concerns tend to be different.)

That said...

I've run casterless campaigns before. I had to sell it a bit, but it went well. It ended up being a very skullduggery-laden game of thieves and cut-throats kinda game. Still quite fun, but obviously it didn't allow for the crazy gonzo-epic shit I normally go for in my "normal" D&D games.

Kiero

Quote from: Tetsubo;932884No. I abhor placing those type of 'walls' into a campaign. If I wanted to play a fantasy game without magic I wouldn't use D&D/PF.

3.x/PF is a very different beast to B/X-derived games (and indeed to 4th edition). There is no one "D&D".
Currently running: Tyche\'s Favourites, a historical ACKS campaign set around Massalia in 300BC.

Our podcast site, In Sanity We Trust Productions.

Philotomy Jurament

Quote from: RPGPundit;932641Have you ever run a D&D campaign where you couldn't play wizard (and/or cleric) PCs? Either because the world itself didn't have it (low or no-magic), or because it was super-rare, or for some other reason inaccessible as a PC class?

I have, although not really as full campaigns, more as "mini series." I like that approach with "pseudo-historical" settings like vikings raiding the British isles, or Romans on a mission in the Pictish wilderness.
The problem is not that power corrupts, but that the corruptible are irresistibly drawn to the pursuit of power. Tu ne cede malis, sed contra audentior ito.