First Impressions of… Low Magic Age

Stand back! I have a spear and I’m not afraid to pretend I have the proficiency to use it!

Low Magic Age is an enjoyable Early Access RPG with a d20 System ruleset derived from the Wizards of the Coast Open Game Licence. At this stage of development there is a fully functional (yet deceptively complex) Arena, alongside deep character progression mechanics and varied equipment choices. The developers are also looking to add a campaign mode to fully flesh out the core experience. Likewise, there’s early Steam Workshop integration which could permit the creation of much more (Arena/campaign) content in the future.

It’s definitely one of the more promising Early Access titles I’ve seen.

Even if you’re not fully conversant with d20 System rulesets, Low Magic Age provides an intuitive and easy to learn presentation of mechanics alongside an impressive explanation of what everything does. A feature that I wish would be more prevalent in other RPGs with complex formulae. I’m also quite fond of how quickly you can pick up the nuances of combat.

The Arena is almost exclusively combat, too. So if you’re not too keen on the idea of something reminiscent to dungeon crawling with a party of adventurers, you might want to wait until the campaign is implemented. It’s not actually dungeon crawling, though. As you progress through the Arena in waves. After each fight you can purchase new equipment, replenish ammunition, spend Glory for party bonuses, or even recruit new adventurers for your party. Each party progresses through their own waves, too. Switching to an entirely new party will reset your progress back to the first wave, while also resetting your gold and Glory to their default values. Switching back to an existing party restores their wave progress.

Just one more turn…

Your party can consist of either default characters, your own characters, or a combination of both. When creating characters you can follow a template or create your own custom characters, with the characters created via templates levelling up automatically. Which, I assume, as I don’t use character templates, automatically develop certain abilities. Which is a great feature for those who enjoy the experience that Low Magic Age offers, but might not be as interested in statistics or agonising over new abilities. Thereby it’s very new player friendly, too.

Each wave in the Arena also features a boss fight.

These will become available once you’ve defeated all of the fights in a particular wave. Unsurprisingly, these often feature incredibly tough enemies which are stronger than most things you’ve faced before. You can either fight these bosses as they appear or grind experience in the fights of that wave. As I do believe each fight per wave is endlessly repeatable.

I wasn’t sure what to expect from Low Magic Age but I’m very pleased with this current iteration. It’s an easy recommendation if you enjoy fantasy RPGs, tabletop rulesets, or Dungeons & Dragons with the only caveat being that the campaign isn’t implemented yet. So if you’re not keen on endless Arena bloodshed you may want to wait before purchasing. I still think it’s a great deal at the current price, though. Given that many of the existing systems are fully functional and that the Arena is also incredibly polished for many hours of enjoyment. Now, if you’ll excuse me, I have another turn to take and another wave to finish…

Have a nice weekend, all!

Moggie

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One thought on “First Impressions of… Low Magic Age

  1. Pingback: June to September 2017 – Moggie @ WordPress

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