Anyone running a very low-magic campaign?

Post/Author/DateTimePost
#1

DeathMutantLives

Jun 27, 2008 19:26:46
I'm planning a 4e D&D campaign with (Conan's) Hyboria as the setting. This is a very low-magic setting with the only spellcasters being NPC's; mostly antagonists too. The PC character classes are limited to Fighter, Ranger, Rogue and Warlord; only Martial power sources. Magic items -- including potions -- are very rare and nearly impossible to purchase.

The game will be heroic, fast-paced and high-action like Iron Heroes but more savage and bloody; I use lots of expendable minions.

Anyway, I was wondering if anyone else has run campaigns in settings like this and had any suggestions or warnings they would like to share.
#2

fodigg

Jun 30, 2008 14:30:56
Make sure that you're giving "item bonuses" of +1 every five levels (+2 per tier) to keep the numbers right, and otherwise just be mindful that, without a wizard, large groups will be a bigger threat. So be careful with your use of minions.

Also, I would suggest refluffing some of the more human-looking races as "breeds of man" and simply saying that other races are the rare offspring of magic/the gods.
#3

sir_wolfgar

Jul 09, 2008 22:40:27
I've ran a few adventures in a low-magic home brew setting, and I think the key is to make your magic items very unique to the setting. Stay away from items that just add bonuses to stats or skills, and focus on items that actually DO something.

For example, instead of giving a thief a pair of gloves that adds a bonus to thievery checks, give him a lock pick that disappears from his hand with a snap of his fingers and reappears again with another snap. This way he can always have a lock pick on him, no matter how hard the authorities search his person.

Also, back stories for items become very important. The fighter's magic sword doesn't have to be unique or the only magical sword in existence, but it does need to be tied to the setting, not just something the local blacksmith cooked up one night. Maybe the fighter's sword was one that was crafted for the Lost Emperor's Legion, recognizable by the horned skull on it's pommel. Men who carry swords like that are not to be trusted.


I figure one or two magic item's a person is ok in a low magic setting. Just make sure the players realize how lucky they are to have them.

Hope that helps.
#4

talysian

Jul 10, 2008 15:03:38
Rule of thumb is +1 to Attacks/Damage & Defenses and +1d6 to criticals every five levels starting at 2nd or 3rd so you get 2 bonus per teir.

But I am running a low magic settign and have just removed the statistical boni from items and just give them powers. The big key is make the pc's understand that they are special and will be hated/loved/mistrusted/gone to for help because they have magic.
#5

gregwr

Jul 10, 2008 19:03:21
One thing I do for low-magic settings is similar to the 3.5 masterwork weapons and armor. They aren't magical, but I give them bonuses based on traits.
A very well crafted weapon could give a +2 to hit based on being so well balanced, or do more damage by dint of its superior sharpness. These weapons would be just as hard to find as magic weapons in a magical setting.
There are also "low tech" equivalents to magic. A rare fomula for greek fire could work much like flame strike.
#6

sir_wolfgar

Jul 10, 2008 20:03:01
Oh, there's a 3.5 (maybe 3.0) Forgotten Realms supplement Magic of Faerun that had a whole chapter about semi-magical materials. They were metals and woods very much like Adamantium, having special properties even though they carried no enchantment bonus.

That idea should be easy to port into 4e. Say Weapons forged from "firesteel" will do an additional 2 points of fire damage, and so on.
#7

geei

Jul 17, 2008 16:27:33
This is something that the gaming group I am involved with has had a distinct issue with (possibly the only serious issue with 4th) The setting is VERY low magic, the only magical items being artifacts.

However, 4th edition is balanced for players with certain levels of magic items. 3.5 was as well, but due to the addition of certain suppliments could be done in the setting. (In fact, I broke the game with a character that had no magical items but an AC of 55-64 depending on the actions he took. Further any material weapon that hit him had to make a fort save or be shattered and deal no damage...beside the point though)

Certain magical items can be attributed to better craftsmanship, higher quality materials, and such.

Others are harder to implement in a very low magic setting. For instance - thundering. Ok, maybe a mechanical system could produce a powerful sound when used correctly...

But, it comes to a point where the effects of magical items become very difficult to "explain away" Has anyone come up with a viable solution to some of these effects (particularly armors and accessories)?

Items with power, in my estimation seem *more magical* in flavor than those with simple a bonus to hit and damage.
#8

lolwatzors

Jul 19, 2008 1:20:12
Well, the trick to 'low-magic' in 4e, might be to give the PC's the magic item bonus....sounds cheesy but...What differentiates a level 3 fighter from a level 1, +1 to hit and damage and a +d6 on crits....

that might do it for you too?

edit

Not sure if that idea is clear enough

like, maybe characters get 'item' feats, that lets their armor count as +1 dwarvern, for the bonus healing surge and armor bonus

same with weapons?

just a thought.
#9

DeathMutantLives

Jul 19, 2008 11:05:23
Thanks for the tip and ideas, everyone.

I am thinking for things like weapons and armor to go with masterwork and special materials to grant them bonuses and special properties in attempt to keep up with monster level progression. Some items are very rare and have been recovered from the fallen empire of Acheron which practiced dark magic, allied with demons and sacrificed humans to expand and control their empire so these items might have some unexpected and undesirable side-effects but are still quite powerful and there is always a risk in using them.

There are NPC spellcasters and enchanters in the setting but they are usually antagonists so any magic items the PC's earn would, most likely, be from "loot" and not purchased. Most of these magic items are consumable like faded scrolls, swirling potions and foul-smelling pastes and oils that can be applied to weapons for temporary magical effects like flaming, frost or poison. There are also consumable items like potions, unguents and herbs that can heal wounds and conditions that anyone can use, assuming they know what it does, but those trained in Heal will have bonuses to the effect.

Minions will be a problem without a Controller, as some have suggested, so I will try to use them carefully so as to not overwhelm the party. I want the players to feel overwhelmed occasionally when first confronted / surrounded by their enemies but once the axes start swinging and blood starts flowing I want the battle to turn and the PC's to feel like scythes slicing through a wheat field -- not every time, of course. Even the mighty Conan was taken down on by a seemingly unending horde of low-powered enemies from time to time.

New feats are good idea too but I will need to think more carefully on that though since I do not want to tinker too much with game mechanics until I am confident they will not be too unbalancing. These special feats could be taught by exotic fighting-masters (NPCs), like from Khitai (~China) or Vendhya(~India), as quest rewards but would still require the character to expend a feat slot to learn them.