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The Myth of the Necessity of Magic Items
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<blockquote data-quote="Ace" data-source="post: 3390276" data-attributes="member: 944"><p>I have a pretty comprehensive set of low magic house rules designed to make low magic/same CR stuff work </p><p></p><p>Its not hard to do really ---</p><p></p><p>just figure out how much bonus permanent bonus a person would get at any given level and make it a natural ability </p><p></p><p>FREX a standard 20th level fighter would get </p><p></p><p>+15-20 to AC (Armor, Ring, Amulet, Shield (dancing if 2h) +4 to 5)</p><p>+5 to stats from libram/tome/manual/book whatever </p><p>+5 to saves from cloak </p><p>if these bonuses are inherent than 75% of the recommended amount of magic items can be ignored.</p><p></p><p></p><p>My rules specifically </p><p></p><p> feats at odd levels </p><p>+2 to skills for each class</p><p>75% BAB as defense bonus </p><p>+1 to all saves at 4,8,12,16,20</p><p>+1 to stats at each even </p><p>action points </p><p></p><p>with this set up this leaves only weapon #1, Weapon #2, a magic ring, potions and minor stuff and a belt to give out </p><p></p><p>the belt is removable if you are willing to give a few more potions </p><p></p><p>in this system a fighter might have </p><p>magic item of some coolness</p><p>some potions </p><p>a magic weapon or two </p><p>maybe a magic piece of armor </p><p></p><p>he/she will still be compatible with normal D&D </p><p></p><p>Also if you flavor up the items -- give them cool abilities, names and backgrounds you get the good parts of low magic (magic becomes cool) with less downside at least IMO </p><p></p><p>The key here is replacing the lost abilities especially AC and saves.</p></blockquote><p></p>
[QUOTE="Ace, post: 3390276, member: 944"] I have a pretty comprehensive set of low magic house rules designed to make low magic/same CR stuff work Its not hard to do really --- just figure out how much bonus permanent bonus a person would get at any given level and make it a natural ability FREX a standard 20th level fighter would get +15-20 to AC (Armor, Ring, Amulet, Shield (dancing if 2h) +4 to 5) +5 to stats from libram/tome/manual/book whatever +5 to saves from cloak if these bonuses are inherent than 75% of the recommended amount of magic items can be ignored. My rules specifically feats at odd levels +2 to skills for each class 75% BAB as defense bonus +1 to all saves at 4,8,12,16,20 +1 to stats at each even action points with this set up this leaves only weapon #1, Weapon #2, a magic ring, potions and minor stuff and a belt to give out the belt is removable if you are willing to give a few more potions in this system a fighter might have magic item of some coolness some potions a magic weapon or two maybe a magic piece of armor he/she will still be compatible with normal D&D Also if you flavor up the items -- give them cool abilities, names and backgrounds you get the good parts of low magic (magic becomes cool) with less downside at least IMO The key here is replacing the lost abilities especially AC and saves. [/QUOTE]
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