| Post/Author/DateTime | Post |
|---|---|
| Fergal Stack12-07-05, 01:27 PM | I am going to be running a Pirate campeign and I was going to tone down spellcasters a little bit to make it so they don't own ship to ship combat. I going to cut out the Paladin and Ranger spells and use their variants from the Complete Warrior, For the bard I am going to give them the spell progression of a paladin (I haven't figured out what to give them in return). And then the pure casters are going to progress as a bard would, so this eliminates 7th and higher spells. I am making Items that use 7th spells and up artifacts. The things I need help with are; what should I do about Magic Item pricing, and what do I give Bards and other casters in return for their lost spell levels. |
| Neoatomic12-07-05, 01:39 PM | There is a setting called Iron Kingdoms, It makes the price of magic Items 10 X Cost because it is mostly a machine world. Give the bards more music abilities like a song that rolls in the fog of battle. As for other casters, I would take Wizards and Sorcerers out completely. You can limit clerics to strictly healing spells. It really dpends on how low magic you want to go. |
| Tolby12-07-05, 01:43 PM | As a pricing change you might play with the multipliers a little bit. For example instead a +1 weapon is 1 squared time 1000 it might be 1cubed time 1500. Changing the exponent would cause higher plus items to sclae up much faster. As far additions to for the pure casters suggestions include: More skill points, and additional class skills (like Swim). More Hitpoints, more weapon prof. Possibly bonus feats. |
| DDogwood12-07-05, 01:51 PM | I would suggest that you use the non-spellcasting variants of Paladin and Ranger, and any other non-spellcasting classes as you see fit. For divine and arcane spellcasters, however, consider replacing them all with Prestige Classes that can't be entered before 5th level. This will severely restrict low-level characters from having access to magic at all, and can potentially stop high-level magic from disrupting the game. Turning the Bard, Cleric, Druid, Wizard, and Sorcerer into 10-level Prestige classes wouldn't be too hard - put in fairly simple entrance requirements (Knowledge: Arcana/Religion 4 and Knowledge: Spellcraft 4 will work if no available base classes have them both as Class skills). Don't allow any spells over 5th level until the characters are Epic-level. Any magic items which require greater than 5th-level spells should be considered "epic" as well. Any monster which uses a supernatural or spell-like ability of greater than 5th level should have its CR bumped up by 1 or 2. Don't allow Prestige Classes that give spells higher than 5th level. In theory, this should allow a fair bit of magic into the game without making it overwhelmingly powerful. The most potent spells in the game will be unavailable, along with the most powerful Druid abilities. Magic will still be extremely handy, but hopefully you will see far more "utility" magic and far less "blasting" magic. If every ship and castle has a permanent Lesser Globe of Invulnerability effect, then magic will not usually be an effective way to deal with these obstacles. |