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3.5 low magic campaign tips
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<blockquote data-quote="Ratskinner" data-source="post: 6019520" data-attributes="member: 6688937"><p>I'll give what advice I can from my experiences doing it. Take what you can of it. If you can, you might want to try and dig up a copy of the Black Company Campaign setting from Green Ronin. It has a lot of rules and variant classes that make better use of a rare-magic setting.</p><p></p><p style="margin-left: 20px">* Magic items are rare remnants from another era. </p> <p style="margin-left: 20px"></p><p>Sounds great, but how do you do it in practice? How rare? One thing that helps, is finding system for more mundane-source bonuses. (Making masterwork far more interesting...) The Black Company Campaign setting has one, but that might not be available anymore. I feel like it was grafted from another 3pp d20 game, but couldn't tell you which one.</p><p style="margin-left: 20px"> * Those magic items which remain are few but powerful.</p> <p style="margin-left: 20px"></p><p>So artifacts? If not, make sure you have a plan for how it makes sense for the party not to become the single biggest collector of MIs in your world.</p><p style="margin-left: 20px">* Magic item crafting is out (knwoledge has been lost). </p> <p style="margin-left: 20px"></p><p>Good idea, in general. Potions? A world without portable healing can be grim indeed.</p><p style="margin-left: 20px">* Magic items are seldom for sale. </p> <p style="margin-left: 20px"></p><p>Make it never. (Possible exception for healing potions, if you allow them.)</p><p style="margin-left: 20px">* (NPC) Spellcasters are rare too. </p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">* Temples offer religious services, not magical healing.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">* Libraries have books, not spells/magical tomes.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">* Wizards have to work hard to find sources for new spells (=sidequests).</p> <p style="margin-left: 20px"></p><p>All that is very good as well.</p><p></p><p>It sounds to me like you are talking about a rare-magic, rather than low-magic world. Is that what you intend, because they are different. If magic is basically the same, but rarer (for whatever reason) your spellcaster's potency is multiplied. Weakening or limiting magic itself gives a whole different feel.</p><p></p><p>Some suggestions for weakening casters and magic without having to rewrite the whole game:</p><p></p><ul> <li data-xf-list-type="ul">All Casters work more like sorcerers. Casters do not re-memorize a new repertoire of spells every day. Instead they just recharge their slots. Use the same Spells/day chart to determine how many spells a caster might know at each level.</li> <li data-xf-list-type="ul">As a caster goes up in level, they only may learn spells to which they have access to either a trainer or written version. Possible exceptions for clerical domains and specialist wizards.</li> <li data-xf-list-type="ul">Alter/rewrite the metamagic feats like so:<ul> <li data-xf-list-type="ul"><strong><em>Subtle Spell</em></strong>: Choose a spell you know, you know another version of that spell which is one level higher. This new version is Subtle, and requires no verbal or somatic components.</li> </ul></li> <li data-xf-list-type="ul">Make spells like Summoning work on only one type of creature, chosen when the spell is learned. So if you want to summon a hawk and a badger, you need two different spells.</li> </ul></blockquote><p></p>
[QUOTE="Ratskinner, post: 6019520, member: 6688937"] I'll give what advice I can from my experiences doing it. Take what you can of it. If you can, you might want to try and dig up a copy of the Black Company Campaign setting from Green Ronin. It has a lot of rules and variant classes that make better use of a rare-magic setting. [INDENT]* Magic items are rare remnants from another era. [/INDENT]Sounds great, but how do you do it in practice? How rare? One thing that helps, is finding system for more mundane-source bonuses. (Making masterwork far more interesting...) The Black Company Campaign setting has one, but that might not be available anymore. I feel like it was grafted from another 3pp d20 game, but couldn't tell you which one. [INDENT] * Those magic items which remain are few but powerful. [/INDENT]So artifacts? If not, make sure you have a plan for how it makes sense for the party not to become the single biggest collector of MIs in your world. [INDENT]* Magic item crafting is out (knwoledge has been lost). [/INDENT]Good idea, in general. Potions? A world without portable healing can be grim indeed. [INDENT]* Magic items are seldom for sale. [/INDENT]Make it never. (Possible exception for healing potions, if you allow them.) [INDENT]* (NPC) Spellcasters are rare too. * Temples offer religious services, not magical healing. * Libraries have books, not spells/magical tomes. * Wizards have to work hard to find sources for new spells (=sidequests). [/INDENT]All that is very good as well. It sounds to me like you are talking about a rare-magic, rather than low-magic world. Is that what you intend, because they are different. If magic is basically the same, but rarer (for whatever reason) your spellcaster's potency is multiplied. Weakening or limiting magic itself gives a whole different feel. Some suggestions for weakening casters and magic without having to rewrite the whole game: [LIST] [*]All Casters work more like sorcerers. Casters do not re-memorize a new repertoire of spells every day. Instead they just recharge their slots. Use the same Spells/day chart to determine how many spells a caster might know at each level. [*]As a caster goes up in level, they only may learn spells to which they have access to either a trainer or written version. Possible exceptions for clerical domains and specialist wizards. [*]Alter/rewrite the metamagic feats like so: [LIST] [*][B][I]Subtle Spell[/I][/B]: Choose a spell you know, you know another version of that spell which is one level higher. This new version is Subtle, and requires no verbal or somatic components. [/LIST] [*]Make spells like Summoning work on only one type of creature, chosen when the spell is learned. So if you want to summon a hawk and a badger, you need two different spells. [/LIST] [/QUOTE]
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