Albert_Fish
First Post
Well we are currently running a high fantasy Epic level Campaign ( its not going well, with this much power the players think they can smash anything so never ever try to parlay, no matter how much i hint and outright tell them to). To Alleviate the stress of watching the players complain htat Plot Devices are not openly labeled as such and monsters whould not have levels so they can kill them easier i have decided the next campaign will be low magic.
But how do i approach low magic? And how do i make magic using classes ( after being weakened) appealing?
I have been thinking about Being very strict on memorization, researching new spells, studying spells and Components requiring players to keep a list of stuff and times.
This has the benefit of keeping players honest, adding a few short side adventures to get material components, finding training, and spending time developing new spells.
But this also barely weakens the Spellcasting classes and i would prefer for this to be low magic.
The idea of Spell fatigue has crossed my mind. 0-level spells cost 1 Subdual hitpoint, 1-level spells cost two, and so on until 9th level spells cost 18 subdual points.
This limits the number of spells a spellcaster might cast in a day without limiting the choices/number of spells
But it allows for the same level progression in spell power/efficacy and thus will probably not lower the instances of magic using PCs
A Spell Focus ( wand Stave Rod) that costs the character in temporary Ability points has its perks.
But again i dont think it would limit the spells the way i want.
i have toyed with the idea of limiting spells/day to around half of normal.
This slows spell progression but it means i have to make up for it in some way i.e. giving mages more HP, Clerics more feats, etc thus it means i have to re-balance the classes. This is undesirable because i am Lazy.
Does anyone else have anyother ideas? Can anyone expand on the ideas i have already stumbled across? What has worked for other low-magic campaigns?
But how do i approach low magic? And how do i make magic using classes ( after being weakened) appealing?
I have been thinking about Being very strict on memorization, researching new spells, studying spells and Components requiring players to keep a list of stuff and times.
This has the benefit of keeping players honest, adding a few short side adventures to get material components, finding training, and spending time developing new spells.
But this also barely weakens the Spellcasting classes and i would prefer for this to be low magic.
The idea of Spell fatigue has crossed my mind. 0-level spells cost 1 Subdual hitpoint, 1-level spells cost two, and so on until 9th level spells cost 18 subdual points.
This limits the number of spells a spellcaster might cast in a day without limiting the choices/number of spells
But it allows for the same level progression in spell power/efficacy and thus will probably not lower the instances of magic using PCs
A Spell Focus ( wand Stave Rod) that costs the character in temporary Ability points has its perks.
But again i dont think it would limit the spells the way i want.
i have toyed with the idea of limiting spells/day to around half of normal.
This slows spell progression but it means i have to make up for it in some way i.e. giving mages more HP, Clerics more feats, etc thus it means i have to re-balance the classes. This is undesirable because i am Lazy.
Does anyone else have anyother ideas? Can anyone expand on the ideas i have already stumbled across? What has worked for other low-magic campaigns?