| Post/Author/DateTime | Post |
|---|---|
| Bowmore03-27-07, 10:02 PM | I'm close to beginning a campaign in a low-magic setting which I've spent the last few months working on and trying to balance out. Here's some information relevant to my question: - Magic items are significantly less-frequent, but also much more powerful. For example, rather than everyone getting a +1 item when they should according to "normal" game structure, the party will likely get a single item of +3 or greater power (such as a ring of protection or an amulet of natural armour) - Monsters are few and far-between; the majority of the foes PCs face will be humanoids (bandits, soldiers, mercenaries, thieves, guards, pirates (both sea and sky), etc.) which means less dependence on items that deal elemental damage, bypass damage reduction, or damage incorporeal, flying, or penetrate other kinds of special defenses. - Individual character power is greater. A feat every second level, and an ability increase every third level. - However, full-caster classes (beguiler, cleric, druid, wizard, sorcerer) require a feat (that has its own benefits) that can only be taken at 1st level and a character level of 3 to take any levels in. With healing wands, potions, scrolls, and other items being far less abundant than they are in "normal" games, has anyone developed a simple method of increasing the healing rate? I was considering that characters heal their character level in HP every hour rather than every day, but that seems like a little much. The key idea is simplicity. I was originally going to use Reserve Points from Iron Heroes, but that would mean a whole 'nother set of points to keep track of, which complicates things a little more than I'm willing to. Anyone have suggestions for increased / alternative healing rates for a low-magic setting? |
| Kradlo03-27-07, 10:20 PM | Reserve Points, originally from Unearthed Arcana and borrowed by Mike Mearls for Iron Heroes, really is a good system. I played Iron Heroes, and the reserve points were great, particularly for a low-magic setting. I'm currently running D&D with reserve points, and it's working well. I only use it for PCs and named NPCs (monsters and mooks don't get them), so it doesn't overcomplicate matters. What reserve points do is to allow the PCs to face more encounters in the day before having to retreat to heal. That goes for both low-magic campaigns (like in Iron Heroes), and in regular D&D games. Monte Cook listed it is The Year's Best D20 as a great idea, and I've found it to be so. As for faster healing, you could institute a rule that healing rates are 1 HP per level + Con modifier. It gives a boost to the characters with higher Con, which are usually fighter types anyway. Hope this helps! |
| Bowmore03-29-07, 10:50 PM | Upon further inspection, reserve points aren't nearly as complicated as they seemed to be upon first glance. I'll be using these for my low-magic game. THREAD OVER |