"It's not the gear, it's you" low-magic variant [Archive] - Wizards Community

Post/Author/DateTimePost
Halberd3000

02-10-07, 12:57 PM
I've heard of the "it's not the gear, it's you" low-magic campaign variant from one of my players, but I can't seem to find it anywhere. Can anyone help me find the published rules for this?

Also, has anyone used this system before and, if so, what should I be on the lookout for as a DM.

Thanks heaps!
fatal error

02-10-07, 04:57 PM
Well, there's Iron Heroes, a Variant Player's Handbook that is made for low-to-no-magic worlds. Its motto is something like, "It isn't the sword but the arm that swings it."
Millennium

02-10-07, 05:14 PM
That definitely sounds like Iron Heroes. The bit about the sword is only half of the tagline, though; the other half is 'It is not the spell, but the mind that wields it.'
JustinA

02-10-07, 05:48 PM
I've heard of the "it's not the gear, it's you" low-magic campaign variant from one of my players, but I can't seem to find it anywhere. Can anyone help me find the published rules for this?

A couple of people have pointed to IRON HEROES. The only other thing I can think this might be is a frequent variant I've seen in which, instead of enchanting items, characters are "empowered" with similar abilities.

Thus, instead of purchasing a +3 sword, you get your hand enchanted so that it gives a +3 bonus to melee attacks.

To keep game balance, you simply keep the current "slot" mechanic in place. In my take on this variant a "slot" becomes a "chakra point". And the costs of enchanting a chakra point are the same as buying an equivalent magic item. (If you want to still keep magic items, then using a magic item in the equivalent slot interferes with the chakra point.) Include the value of their chakra points in their total "wealth".

This variant keeps the game "low magic" in the sense that PCs aren't dependent on their magical gear, but it does it in a low impact way: The PCs will still have the same strength they're expected to.

About the only hitch is the inability to sell back chakra points you no longer want. This means that PCs will need to acquire more wealth in order to improve their chakra points (whereas in a standard game, they would be able to sell the magic items they no longer use).

But it would be pretty easy to side-step this, too: Simply have wizards willing to pay 1/2 the original price of the chakra to "withdraw the magical essence" from them.

Item creation feats would get new fluff text.
strenoth

02-10-07, 08:45 PM
the other variant as described by a WotC author is to decrease the treasure, and increase the number of feats and ability score bonuses.

My current version of that one is 1/2 the amount of normal treasure gained (1st level starting gold is unchanged), with 2 feats gained at first level and 1 feat every level there after. I also use a higher starting point buy.

the varient the author used, if I remember rightly, was 20% or 30% less trasure, feats gained every 2 levels instead of every 3, and ability bonuses every 3 levels instead of every 4, but no variation listed on starting stat changes.
ZybthRanger314

02-11-07, 05:16 PM
Strenoth is referring to this:
http://www.wizards.com/default.asp?x=dnd/dd/20051216a


It’s You, Not Your Gear: Treasure is reduced 10-15% and permanent ability score boosting items are banned. Instead, characters get a stat increase at every even level (instead of every four levels) and a feat at every odd level.
WarDragon

02-11-07, 11:24 PM
Or, if you'd prefer to have no magic items at all, and don't want or can't afford Iron Heroes, try this:

http://dicefreaks.com/phpBB2/viewtopic.php?t=1732
Crimson_Concerto

02-12-07, 12:52 AM
Strenoth is referring to this:
http://www.wizards.com/default.asp?x=dnd/dd/20051216aIt’s You, Not Your Gear: Treasure is reduced 10-15% and permanent ability score boosting items are banned. Instead, characters get a stat increase at every even level (instead of every four levels) and a feat at every odd level.

Actually, I've been wondering for a while whether or not this variant is actually balanced. I mean, 10-15% doesn't seem like very much for getting all that... Then again, it's only +5 stat bonuses and 3 more feats... Nevermind, it might very well be... Hmm... I actually have no idea. Has anybody ever tried it out before? How well balanced is it, and would you lean more towards the 10% or 15%?
Braids

02-12-07, 02:33 AM
I know there was such a thing posted on the Official Website as 50% wealth, a feat every odd level and an ability bonus on every even level.
Archtyrant Terevoth

02-12-07, 08:30 AM
It's a crappy variant. More stat boosts basically means that casters get a big benefit, since they need one monolithic stat, and fighter types tend not to get as much (and hurt the most since treasure is most valuable to them).
Crimson_Concerto

02-12-07, 10:07 PM
It's a crappy variant. More stat boosts basically means that casters get a big benefit, since they need one monolithic stat, and fighter types tend not to get as much (and hurt the most since treasure is most valuable to them).I don't follow.
The fighter types will get that same stat boost, and you only get +5 more than usual. Since you're not allowed to buy +5 tomes or manuels anymore, it pretty much evens out for everybody with the wealth decrease.
MerlintheTuna

02-12-07, 11:02 PM
Spell DCs actually end up lower than normal with the variant proposed by Schubert. A Wizard can get a +5 tome and a +6 item under the normal rules, as well as having the option to pick up some +con and +dex items (and potentially tomes as well) if he'd like. With the variant, he can increase his ability scores 10 times total, meaning that even if he put everything into his casting stat, he'd be 1 point behind the default setting in that respect, and he wouldn't have the option of increasing his con or dex at all.

Really what I think is the best thing about it is that it makes Bull's Strength/etc. useful for the entire game, since their bonus no longer gets subsumed by a permanent magic item.
Archtyrant Terevoth

02-13-07, 01:53 AM
I don't follow.
The fighter types will get that same stat boost, and you only get +5 more than usual. Since you're not allowed to buy +5 tomes or manuels anymore, it pretty much evens out for everybody with the wealth decrease.

OK, a fighter wants to improve

strength, dex and con.

A wizard wants to improve intelligence.

under the current system, buying a +2 item for str, dex and con is cheaper than buying a single +6 item for int.

When you make things into a fixed pool of ability points, guys with one stat they want to boost make out much better.
Crimson_Concerto

02-13-07, 05:31 PM
OK, a fighter wants to improve

strength, dex and con.

A wizard wants to improve intelligence.

under the current system, buying a +2 item for str, dex and con is cheaper than buying a single +6 item for int.

When you make things into a fixed pool of ability points, guys with one stat they want to boost make out much better.

Um, I don't think you understand. You can still buy enhancement bonus items under the variant.

What you cannot buy is tomes and manuels that give you inherent bonuses. Tomes and manual cost as much for a +5 as for 5 +1s.

Now, I do understand that casters are SAD and meleers are usually MAD, but that's an advantage casters have in ANY game. I don't see what about this variant is different.
Halberd3000

02-14-07, 06:52 PM
Thanks for your help, everyone.
Sphyre

02-15-07, 03:19 AM
OK, a fighter wants to improve

strength, dex and con.

A wizard wants to improve intelligence.

under the current system, buying a +2 item for str, dex and con is cheaper than buying a single +6 item for int.

When you make things into a fixed pool of ability points, guys with one stat they want to boost make out much better.

I was once in a game where we had pointbuy, and at each level we gained one point buy point (and you could save them up).

This might be a better variant to allow you to choose to boost multiple lower scores are boost one high score.
DIESCUMDIE

02-16-07, 04:34 AM
Fighter types are really reliant on their magic items. Casters have buffs and permenancy.