| Post/Author/DateTime | Post |
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| #1wyld_mutationAug 08, 2008 15:52:39 | I'm thinking of running a campaign with low magic. We've been trying different sets of characters getting a feel for the system and I thought I'd give this type of campaign a try. Off the top of my head these are the following changes I feel need to be made for such a campaign: +1 Enhancement bonus to Attacks and Defenses every 5 leves Masterwork Quality Armor: 5xCost for first step, 25xCost for second. (Similar to magic item cost rules) Parcels: More gems and mundane items, less magic. Magic Items: Made from unique matterials and since there is no creation ritual at lvl1 they need to be "upgradeable" for certain items. What else? |
| #2RustmonsterAug 08, 2008 16:19:11 | What I would suggest for "low magic" is to change the "+1 to defenses and attack every second level" to "+1 to defenses and attack every level", like monsters get. They get that BECAUSE the PCs get magic. Therefore, removing the magic means you should be on a level playing feild. |
| #3NovacatAug 08, 2008 16:41:23 | What I would suggest for "low magic" is to change the "+1 to defenses and attack every second level" to "+1 to defenses and attack every level", like monsters get. They get that BECAUSE the PCs get magic. Therefore, removing the magic means you should be on a level playing feild. The Inherent Bonuses that monsters and NPCs get are to compensate for four things: 1. Magic Items. This accounts approximately for a +1 at levels 5, 10, 15, 20, 25, and 30. 2. Feats. Monster and NPCs don't get feats, so the occasional +1 to attack/damage/defenses that PCs get is compensated. 3. Class Features. Monsters don't get any class features, and NPCs tend to get more limited versions of them. 4. Higher Ability Scores. At most levels, the PCs will have the edge over NPCs and monsters as far as ability scores, which is pretty serious business. So, since only Item #1 is being removed, the characters only need to gain an extra +1 to attack/damage every 5 levels. That said, you may, at one point, choose to give them a magic item (even minor magic items are significant if no one else has one). In that case, I would then remove the enhancement bonus from the item (or just say it doesn't stack with the +1/5 levels bonus). Instead, all they get are the powers, properties, and the bonus damage on a crit. |
| #4wyld_mutationAug 08, 2008 16:44:49 | *thinking* I think that the PCs already get some commensurate bonuses built in. Making a static efect that copiese magic is my preference though your version has some merit. Note though that the current max is: +16 (current) Vs. +30 (your system) Before you add in feats, which means after feats... Well that is a bit much. @novacat: That is exactly what I was going to do with magical equipment. What I really need to know is if I'm forgetting antything. |
| #5NovacatAug 08, 2008 17:21:42 | What I really need to know is if I'm forgetting antything. I don't think so. Just a +1 to attacks, defenses, and damage every 5 levels should ensure that the characters are balanced. However, how are you going to handle Enchant/Disenchant Magic Item rituals? Seems like the easiest way to do it is to simply remove them altogether. Do you still intend to use Healing Potions? I don't foresee a problem with it, as potions have never really struck me as "magical" as much as alchemical. Also, the ritual to make potions is different from the Enchant Magic Item ritual. |
| #6wyld_mutationAug 08, 2008 17:25:52 | I'd say no magic itme creation with disenchant/enchant. However it can still resize so I won't remove it entirely. I'd also allow it to transfer magic. Thus the ritual's new name will be Alter Magic Item. Potions will be in. The current system is balanced to have a maximum +16 bonus before feats, thus my system must retain that balance. However I think it will start at +1 and gain +1 every five levels thereafter. Seem OK? |
| #7squarecircleAug 08, 2008 20:58:26 | I'd say no magic itme creation with disenchant/enchant. However it can still resize so I won't remove it entirely. I'd also allow it to transfer magic. Thus the ritual's new name will be Alter Magic Item. Yeah, that's probably best. Remember that the DMG suggests giving out items higher than the character's levels, so they'll typically have +2 items before level 10. Gaining +1 at 1, 6, 11, 16, 21, and 26 is fine. Actually, starting at any level in the 1-5 range is alright, as long as you do it every 5 levels thereafter. |
| #8wyld_mutationAug 08, 2008 21:04:22 | *nod* As far as "evolving items" I'm considering making items that gain new abilities when crtain conditions are reached. For instance a dagger that becomes a shortsword after it has killed a certain number of enemies. Or a weapon that when it slays a powerful being of elemental magic it can deal that damage type. Basically: Magical items are created through extraordinarty events, not through "enchanting" Think that sounds cool? |
| #9NovacatAug 08, 2008 22:39:26 | *nod* That sound stupendous. I encourage this. |
| #10wyld_mutationAug 08, 2008 22:43:22 | Thank you. I'm actually writing up an evolving frost dagger right now. If you'd like I can type it up for you. |
| #11wyld_mutationAug 09, 2008 10:54:46 | Frostfang This dagger appears carved from elemental ice. The blade is wickedly sharp and you see the faint image of a dragon within the ice. Property: Frost Weapon Special: The frost property cannot be turned off. Discovery: Found in the jaws of a slain Young White Dragon. To find Notice: Perception DC 15 passive check ("Hey I think I see something!") Discovery: Perception 22 active check. ("Look at this fang, let's get it out") -------------------------------------------------------------------------- Upon Removal the party discovers that the fang is a natural dagger, approximately 9 inches long. In a normal campiagn the discovery of the dagger, as well as its appearance, may be a clue to its potential. However in a low magic campaign all magic irems have a similarly strange origin. -------------------------------------------------------------------------- Evolution Requirements Kill 10 non-minions, the dagger must land the finishing blow: You awaken to find the dagger's once smooth edge has been replaced with cruel serration. The dagger increases to becoe a shortsword. Alternatively it may increase by a die size. Kill a cold resistant creature with the dagger:The once frosty blue blade is now crystal clear, and a dragon is clearly etched within. The dagger ignores cold resistance. Score a critical hit against a cold vulnerable creature: The dagger's cold increases. The dagger deals an additional 2 points of damage against creatures vulnerable to cold. The wielder of the dagger is subject to an adult white dragon's breath attack: The dragon etched in the blade apears to move , and from its mouth streams a blast of cold. The dagger wielder may once per day use the Dragon Breath power, it is dexterity based and deals cold damage. -------------------------------------------------------------------------- This is a simple sample and feed back would be appreciated. |