imagine if skyrim was the most popular game of all time by an orderof magnitude and people caleld video games ‘skyrims’. and it cost ninety dollars and took up half the average computers hard drive. and then peoel would be on nexus being like ‘hi guys check out my farming sim skyrim mod’ and it just had you kiling draugr but on a farm. and people were like ‘yeah i think that you just cant do farm simulation in video games’ and if anyone brought up stardew valley theyd be like ‘okay well first of all its presumptuous to assume i can afford a second video game or have space for it on my hard drive. and Second of all when i play skyrim i just run back and forth around the towns picking up all the cabbages for seven hours on end so i don’t see why i’d need a whole game programmed to be about farming. i can play skyrim the way i want to. stop gatekeeping gaming.’ anyway thats what its like to like ttrpgs other than dungeons and dragons.
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[–] 6 points 2 days ago (5 children)

I want you to look through the core rules and see how much of it you'd have to remove to reflect a non-violent, non-magical setting. And at that point, why are you still using D&D?

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  • [–] 0 points 1 day ago* (last edited 1 day ago) (4 children)

    EDIT actually on second thought the Arcana stat and related checks you’d either have to scrap or get creative about repurposing.

    Huh? The answer to this is actually literally zero.

    Just tell your players they can’t choose spell casting classes, make a decision on whether half-casterish classes like Ranger have spells that are magical or could be explained through nonmagical means, and tell your players to expect no combat.

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  • [–] 3 points 1 day ago (3 children)

    Just tell your players they can’t choose spell casting classes

    In other words, remove those classes from your game.

    To play without magic and combat, you'd need to ignore most of chapter 2 (only human); most of chapter 3 (only 3 classes get first level non-combat, non-magic features, and two are spellcasters); half of chapter 5 (no weapons or armour); half of chapter 6 (no combat feats); chapters 9, 10 and 11; and most of the appendices. I did a quick check, and you'd use less than 100 pages out of the 318 in the rulebook.

    So much for "literally zero".

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  • [–] 1 point 1 day ago (2 children)

    I guess in my mind the core rules are things like the stats and how ability checks work, and I’d describe classes as something like “core content”.

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  • [–] 1 point 1 day ago (1 child)

    If that's how you're measuring it, then about half of the rules are about combat or magic. If you play D&D without that, you are playing half a game.

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  • [–] 1 point 1 day ago

    Most of my DnD campaigns have combat maybe like 1 in 5 sessions even in a fairly vanilla DnD setting. Even though there are a lot of rules for governing combat, I don’t think it’s fair to consider them half of the game.

    I always like playing in magic settings so tbh I’ve never really played without it, but I do know some settings like Cyberpunk have magic it’s just rebranded as tech themed.

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