Thursday, April 09, 2026

D&D as low fantasy

Given what I said yesterday about D&D never really emulating the sword & sorcery low fantasy that OSR fans claim to be such fans of. Iironically, some of the non-D&D OSR games actually do so in terms of mechanics vis-à-vis magic and what-not. But, of course, the OSR playstyle is heavily focused on dungeon-crawling, which is my other main complain about the disconnect between D&D and sword & sorcery fiction. I saw someone (on ENWorld, of all places) once say that the first ten minutes of Raiders of the Lost Ark has more dungeon-crawling than the entire oeuvre of sword & sorcery fiction. That was meant to be hyperbole, but it's also not really incorrect. The best rhetoric might not be true from a literal, dialectical perspective, but it's still "true" if you know what I mean.

Anyway, what I want to talk about, as a tangent from my normal topics (not that my normal topics have been very focused for quite a long time lately anyway) is: how would I actually play D&D if I wanted it to have that kind of low magic low fantasy vibe that I do, actually, want it to have? What modifications would I make? And because 3e is the version of D&D that I know by far the best, played the most, and has the most modifications already floating out there, that's the edition that I'm going to focus on. So, if I want that low magic, low fantasy swashbuckling dark adventure feel—and I definitely do—what changes would I make? Let me list them:

  • Use E6. This is the single most important overlay or house rule to implement, as it keeps the game from ever getting out of the lower fantasy quadrants to begin with. Read the post in the link, if you need to (maybe I'll copy and paste to have my own post that "archives" it as a page, just in case, here on the blog.) But I don't think that this is sufficient by itself. WotC have reported in the past that their research indicates most "campaigns" only last seven sessions and hardly anyone plays higher than level 6-8 anyway. Higher level D&D may be aspirational gameplay for a lot of players, but it's not reality. If most campaigns start at level 1 and fizzle before getting more than a few levels under its belt anyway, then there's no reason to worry about it too much.
  • No PC can start at first level with a spellcasting class. That is, if the class gives you a spellcasting ability at 1st level, then you have a take a level of something else first that does not. Wizards, sorcerers, clerics, etc. have to take a level of fighter, or rogue or something else like that before they can advance into their spellcasting class. Ignore the multiclassing penalty, if you use XP, for purposes of this requirement. In fact, ignore multiclassing penalties and favored class altogether. It's kind of a stupid rule anyway, and with only 6 levels to play with, just let people take levels in whatever class that they want. Note that classes like ranger or paladin that have a spellcasting progression, but one that doesn't start at 1st level aren't affected by this rule, since their spell progression doesn't come in until nearly the level cap anyway.
  • Higher level spells can be at DM's discretion, converted to Incantations, which greatly limits their tactical utility, but which does allow for magic-users, especially villains, who can do all kinds of weird things with enough time and will. 5e has done something similar with Rituals, although I'm a little less familiar with them. But if you're unsure how to do this, or uncomfortable house-ruling spells as Incantations, look to the 5e Rituals rules to see if they can be used. (5e is really just a streamlined version of 3e, for the most part. Many systems work very similarly, and those that don't can usually be ported as is without any problem.)
  • Higher level class abilities can be converted, if needed, into feat chains that can be accessed via the ongoing feat access of E6.
  • Full utilization of optional classes from other sources, like the Factotum (dumb name, but cool class) from Dungeonscape, the Complete series classes, etc. should be allowed and explicitly encouraged.
  • Full utilization of alternate class features from PHB II and other books should be encouraged. If more are desired, Pathfinder 1e archetypes are exactly the same thing, and since Pathfinder 1e was built off of the SRD, much of the archetypes for Pathfinder can be used as is in D&D 3.5.
  • I don't remember the psionics rules very well, honestly, so I'm a little hesitant to comment on their use, but the same concept as with spellcasting classes should be applied to "full time" psionic classes like the psion or wilder. Whether it applies to "part time" psionic classes like the soulknife or the lurk is up to the DM. I'd probably say OK. But again, my caveat is that I don't remember how psionics works very well because I haven't played or even seen played a psionic character in many, many years.
  • Not strictly speaking necessary, since low fantasy is not necessarily equivalent to pseudo-horror dark fantasy, but there are a lot of fear checks, sanity systems, etc. for d20 games, and you could use one, if desired, to further mute the superhero feel of D&D vs. the low fantasy source material that you're trying to engage with. If you do, finding some way to apply it to the use of magic is desirable too, because it makes magic less utilitarian and more dangerous and edgy. I've completely changed the way magic works in my game where this is already baked into how it works. I'm not entirely sure how to do this with a modified D&D game without it drastically challenging the utility of even taking spellcasters at all, but one quick and dirty method would be to make the character roll a d20 every time they cast a spell. On a critical failure, i.e, a natural 1, the spell would fail and whatever sanity system you're using would come into play. I like this rule a lot, but that's because I want to push even further into dark fantasy rather than simply S&S low fantasy, so this isn't strictly speaking necessary for my project. 
A low fantasy party of adventurers. Although DALL-E 3 thinks that they're all Millennials, I think.

I think those things would make the game feel much more low fantasy, but in reality, the rules changes are probably less important than what you do at the table anyway. Do you have bizarre animal-people characters playing weirdo superheroes, or do you have much more grounded characters? What kinds of adventures are your ensemble cast of characters getting up to? Stuff that feels gamist and D&D like dungeon-crawling, or stuff that feels similar to what characters in low fantasy S&S stories are doing? Do you have grounded realistic settings mostly full of normal people, or do magic and monsters appear on your daily commute and are commonplace? High magic and highly monstrous elements can and should certainly appear, but it's a question of context; are they routine because the game is highly fantastic, or are they stand-out set pieces because the game is more grounded and realistic?

Anyway, I did this just because it is of interest to me at the moment, and because I've been revisiting a lot of my 3e collection lately, I'm feeling more charitable towards that system than I otherwise might. It's still not my ideal way to play, but this is a method that I could happily run. As long as I also get to be handwavey about rulings, play theatre of the mind style, and tell players to avoid feats and other choices that maximize their tactical grid options, because I'm not very interested in the tactical grid style of play. If I can get rid of the tactical grid, get rid of the scourge of D&D's higher level scaling problem (which honestly applies to every edition of D&D and many D&D-like games equally) and reduce the higher magic D&Disms in favor of a more muted, grounded approach, then the game works for me, and I actually probably enjoy the many options for character customization. 

3e, and it's associated family (I really mostly mean 3.5 and even Pathfinder 1e, but I genericize the entire era into one label) is infamous as a power-gamer's paradise with all kinds of optimization combination to explore, but if you don't play with power-gamers, it can be a role-players paradise as well with all kinds of customization options to explore. But once again, what goes on at your actual table is the real deciding factor, much more important than the rules. I don't think power-gamers have a lot to work with with E6, so they'll probably stay away anyway. Which is exactly what you want to have happen.

No comments: