Classes and Prestige Classes for a low magic setting

Zhure

First Post
I'm planning a new campaign (I try to stay a few ahead, I rarely have long campaigns) and this one will be low-magic. The rule in this world is no classes exist with a full spell list. Bards, Rangers and Paladins are the casters.

I think it'll work.
Greg
 

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diaglo

Adventurer
maybe you want to break out your old stuff for some background/ideas...

find N4 treasure hunt or the Greyhawk Adventures hardback (going from 0 lvl to 1st lvl)

or your 1edADnD DMG shaman/tribal spellcasters/ witch doctors (limited spell selection/ powers)


or resurrect the minimum requirements/prerequisites for ability scores....since this edition allows you to increase scores. (example...you could set a minimum int score of 16 to be a wizard. and when the character reaches an int of 16 they can then train to become one...)
 

AFGNCAAP

First Post
Here's a few ideas:

* Have the paladin, ranger, & bard classes actually be PrCs (ala the variant rules in the forthcoming Unerathed Arcana). Members of these classes would be presumably rarer (since certain level/feat/AL/skill requirements would be in place before anyone could select the class). Also, it basically eliminates any sort of "partial spellcasters" as core classes (i.e., spellcasters that don't have spells from 0-9th; barring the adept, of course). To compensate, include a few other core classes that don't have spellcasting abilities, like the swashbuckler from Complete Warrior or samurai from Oriental Adventures (or Complete Warrior).

* Have all members of the clergy (barring a select few) only be adepts. The cleric & druid classes (and to a certain extent, paladin & ranger PrCs) would represent the "truly devout" members of the clergy, whose spiritual devotion & purity allows them to achieve a greater level of power/maintain a closer relationship with the divine.

* To a similar extent, have all "arcane" spellcasters (except for a select few) be an adept &/or expert. They don't necessarily have to devote themselves to a deity per se--maybe just a philosophy or a ideology. True wizards/sorcerers are rare, having to devote themselves to the mystical arts--basically, as another option, instead of requiring spellcasters to be multi-classed, impose a restriction on multi-classing for spellcasters, kind of like the restriction on monks & paladins. Basically, once a character starts gaining levels in a spellcaster class, all future levels must go toward developing the spellcasting class (or certain allowed PrCs); if the spellcaster advances a level in a different class, then he/she can no longer gain levels in the spellcasting class. This option could work for divine spellcasters as well.

* I'd recommend keeping the multiclassing restriction for paladins & monks; only intense devotion to the path will lead to greater achievement. Along the same lines, you may want to impose multiclassing restrictions on certain PrCs (like the loremaster); however, a character would have to see the PrC through to all 10 levels before he/she could resume gaining levels in another class.

* Reduce the chances of gaining magical items in treasure (perhaps by half). Also, reduce the maximum + of magic weapons & armor from +10 to +6--thus a vorpal weapon would only have a +1 bonus. Its a potential way of keeping high-bonus items & multiple-ability items not as potent. OTOH, have masterwork/rare-material items take the place of magical gear.

Just a few ideas. Hope this helps.
 

Trickstergod

First Post
It might also be an idea, to help balance out spellcasters, that levels in Adept, or perhaps even Expert or Aristocrat, stack with levels in Wizard/Sorcerer/Etc, for the purposes of overcoming Spell Resistance and determining how powerful spells are - like an Adept 4/Wizard 1 who picks up magic missile being able to cast 3 missiles. No extra spells per day, but the effective caster level isn't quite so low as it might normally be. This doesn't increase the supernatural factor anymore than what it would already be, it only makes it more effective. The wizard will have magic missile or the like anyway, so it might as well be an effective one. Whereas the ability to stop time and the like is still beyond the characters.
 

Piratecat said:
In order to take a level in a spell-using class, the character must have an equal or greater number of levels in a non-spellcasting class.
Personally, I don't think that's low level enough. I'd set the ratio at 2:1 or more, i.e. you can't have more spellcaster levels than half your other class levels. This cuts spellcasting down to no higher than 6th level and eliminates spells higher than 3rd level. The 1:1 method makes 5th level spells possible and that can lead to a lot of instant death stuff as well as raise dead.

Another alternative is to 10x all casting times (and durations). All spells take at least a minute to cast. Allow normal multiclassing but be aware you aren't getting off more than one spell in a combat and you need to avoid taking damage (or make successful Concentration checks) for 10 rounds to get that spell off. You might compensate Wiz/Sor's with a d6 hit die. Make use of something like Ronin Arts 101 Spell Components PDF to add even more flavor.

Someday ideas for this will make up a section of the "Setting Custumization" book alluded to in my sig. (At the rate I'm working on it, expect it circa 2006. :( )
 



Emirikol

Adventurer
Here's our tried and true house rules for our Conan game. One thing that has made an immense difference was elimination of the Divine/Arcane categories. We made every spell Arcane..with the appropriate problems that go with that.


CHARACTER CLASSES
The general PHB character classes may be fitted to any portion of the cultures of Hyboria (Oriental, Arabian, African, Viking, etc.) “Shared” rules apply to all subclasses. Core classes from other products will be evaluated on a case-by-case basis.

STANDARD CORE CLASSES

Adept (DMG; 1st-Hero Points)
Aristocrat (DMG; 1st-May purchase 1/3rd max wealth at bazaars or plate armor)
Commoner (DMG; 1st-Double Hero Points)
Expert (DMG; 1st-Add 50% skill rank max all classes)
Warrior (DMG; 1st-Hero Points)

Barbarian (PHB)
Fighter (PHB)
Fighter, Gamba (Nyambe)
Fighter, Variant (Corsair, Exoticist, Fencer, Horseman, Kensai, Knight, Pugilist, Shield Bearer, Survivalist, Targeteer; #310)
Marshal (MiniHB)
Monk (PHB)
Monk, Variant (Holy, Hunter, Martial, Raging, Steadfast, Vigilant; #310)
Psychic Warrior (S’tarra-blooded only)
Ranger, Classic (PHB; List hated region)
Ranger, Non-spellcasting (Comp.War)
Rogue (PHB)
Rogue, Nanala (Nyambe)
Swashbuckler (Comp.War)


UNEARTHED ARCANA (WotC): These classes will be evaluated on a PRN basis.

EARNED CLASSES
The following classes require a character to have earned them through special training, initiation, or favor of the gods. None of the following classes can be taken until the PC has earned at least two levels in another class plus any other requirements listed.

Bard (PHB; Cha 16)
Cleric (PHB; Wis 16; Min 1 Aristocrat level)
Cleric, Healer (MiniHB; Min 1 Expert level)
Cleric, N’Anga (Nyambe; as cleric)
Cleric, Shugenja (Oriental; as cleric)
Cleric, Variant (Ancestral Speaker, Arcane Disciple, Aspirant, Benevolent, Crusader, Evangelist; #310; As cleric)
Druid (PHB; Wis 16; Min 1 Expert level; No spiritual weapon restrictions)
Druid, Variant (Mental Master, Wild Reaper, Wind Walker, Winter Warder; #310; As druid)
Hexblade (Comp.Warrior)
Noble (DLCS; Min 1 Aristocrat level)
Paladin (lg; PHB; Wis 14; No detect evil ability)
Paladin, Favored Soul (MHB; As paladin; Min 1 level of Warrior)
Paladin, Non-spellcasting (Comp.War; As paladin)
Paladin, Variant (Anarch, Avenger, Enforcer, Incarnate, Sentinel; #310; As paladin)
Psion (S’tarra-blooded; Main ability 16~People of the Black Circle)
Samurai (Oriental or Comp. Warrior; min 1 Aristocrat level)
Shaman (Oriental; Any culture; Min 1 Expert level)
Sohei (Oriental; Wis 14)
Sorcerer (Cha 16; Min 2 expert levels; May also know divine spells)
Sorcerer, Blooded (#311; As sorcerer)
Sorcerer, Mystic (DLCS; As sorcerer)
Sorcerer, Sei (Nyambe; as sorcerer)
Wizard (PHB; Int 16; Min 2 expert levels; May also know divine spells; )
Wizard, Mchawi (Nyambe; as wizard)
Wizard, Specialist (As wizard plus Wis 14)
Wizard/Sor, Warmage (MHB; Int 16; min. 1 level of Warrior)
Wizard, Witch (DMG; As wizard plus Cha 16)
Wizard, Wu Jen (Oriental; As wizard)

PRESTIGE CLASSES
PRN at DM's whim

Jh
 

Buttercup

Princess of Florin
Thanks for all the ideas and comments folks! You've given me much to think about.

If I combined my idea that PHB classes can be multiclassed into only through roleplaying and plot advancement with the idea that a character's total levels in a spellcasting class must be half minus 1 of the sum total of their other classes, I think that would give me the magic level I had in mind.

I've been investigating the Shaman and Herbalist classes, and I think of the two, only the Shaman needs to be a separate class. Expert could serve just fine to build an herbalist, it seems to me.

I'm thinking that the Adept class could be the only spellcasting class that one wouldn't have to multiclass. Their highest spell level is (don't have the DMG handy, this is from memory) 5, and their spell list is pretty limited. No fireball, for example. I'd like to find a way to tie them in with small gods more. Anyone know of a class that mentions such an idea?

I've never allowed Raise Dead in my campaigns, but then, I've never had a campaign go on long enough to become high level. We usually switch long before that for one reason or another.

Herremann the Wise has some ideas that I really like. The idea of requiring a passage of time to switch into another class makes far more sense than the "poof! I'm suddenly a fighter who knows how to use a gazillion different weapons" thing that I see happen so often. And I agree that one should have to start the game as an aristocrat if one wants levels in that class.

Many prestige classes have been mentioned. I won't include any in my campaign unless I've looked them over pretty closely. Generally, I'm still not sure how many of them would even be necessary, given that the base classes have almost become prestige classes in this scenario. I don't like the idea of having dozens and dozens of classes/prestige classes available. Likely I won't even include the monk this time around, since I'm not sure it fits with my campaign setting, and I'm waffling on dropping Wizard in lieu of just having adepts, sorcerers and shamen. I'm leaning toward the idea of only having half a dozen or so prestige classes available, but out of the thousands out there, chosing them will be a chore. I'll start by examining the ones that have been mentioned here.

Any other ideas?
 

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