| Post/Author/DateTime | Post |
|---|---|
| MasterOfPsychic05-09-05, 10:02 AM | I'll be running a non-magical campagin, inspired by the CW book this summer... It would be incredibly nice if anyone with expirience running sutch campaign has any input about typical pitfalls and things to do running a camp. like thtat... Any feedback would be greatly wanted!!! |
| Lord Ian Stark05-09-05, 10:04 AM | When you say non-magic you mean no spellcasters of any type? Like no Rangers, Bards, Paladins, Clerics, Wizards, Sorcerors, or Druids? Or just no magical items/weapons/armors/wands/etc..? |
| MasterOfPsychic05-09-05, 10:06 AM | As in the real world (while however some mean that magic exist)... no sorcs or wizards, and non-magical rangers and bards... maybe remove paladin... such stuff... thats like what it would be |
| Aeromus05-09-05, 10:10 AM | So clerics and druids still exist? If so, then you don't need to change anything really. But, you'll end up finding druid and cleric to be "waaaay" more powerful when not balanced out against sorc/wizards. The thing to look for is healing. With NO magic...thier is no healing instantly. |
| MasterOfPsychic05-09-05, 10:16 AM | thanks for the healing tips... For the druids/clerics sake: NO SPELLS NO MAGICLAL EFFECTS (almost) NO SUPERNATURAL ABILLITIES NO MAGICAL ITEMS NO ENCHANTEMENT... EG: no druid/cleric |
| Lord Ian Stark05-09-05, 10:21 AM | So no magic anywhere in the world. That's fine. Just remember there are a lot of creatures in the MM that use or are created from magic. Then just about all have supernatural abilities. As far as healing, just make herbal healing salves that do minor healing or something. Is everyone going to be fighters and rogues? |
| Aeromus05-09-05, 10:23 AM | In that case you'll need to utilize the Vitality/Wound system. It's a bit hard to explain but, I'll do my best here. Basicially the term Hit Points, is now Vitality Points. When a person suffers damage he loses Vitality points. You recieve these points as per the classes hit point method. Wound points are equal to the person constitution score, and raise 1 point per level. So a 14 con fighter of first level has 15 wound points. When your vitality points equal 0, you start losing wound points. When those reach 0 you die. A critical hit, does NOT do aditional die damage. Instead it does 1 point of additional damage per multiplier rating. And, this is applied to wound points, bypassing vitality points. So a greataxe crit by a 14 str fighter does 1d12+6 wound damage. That 1d12 from weapon, +3 from str 1-1/2 and +3 for it having a x3 multiplier. Wound points heal at the rate of 1 per class level per day. Vitality points heal at 1 per class level per hour. Hope that's right. |
| Temrek05-09-05, 11:02 AM | The system would need a bit changing to work. Remeber no Damage Reduction/magic. Also at high levels the characters attack bonuses will be extremly high compared to their AC (as AC in DnD is designed to be increased primarly by equipment, magical or mundane). I would suggest adding an AC bonus to the characters (half their character level maybe). |
| Veton05-09-05, 11:59 AM | The Vitality/Wound system could definitly work. The Unearthed Arcana book has several more systems, some which would be good for a no-magic campaign. The D&D site has that excerpt from the book up on the site: http://www.wizards.com/default.asp?x=dnd/ex/20040206a&page=3 |