D&D 3E/3.5 3.5e/PF/OGL Low-Magic Campaign Resources and Ideas

_Michael_

Explorer
If I may self plug a tiny bit, take a look at The Enchiridion of Treasures and Objects D’art (link: DriveThruRPG ) - was designed for 3e, has a low magic system based on the material used to make stuff, an alternate economic system, and was made free for all once sales petered off 20 ish years ago. If you like it, great, if not you are only down the time to download and read.
Self-plug away! This is the thread for it if it is low-magic! I especially love alternate rule sets and details! Off to DTRPG to DL it!

Edit: Just a quick glance and I'm pretty impressed--this is going to be a fun book to pore through, and there's so much there I can't believe I just got it for free! Loving what I'm seeing so far!
 
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Voadam

Legend
What do you think about the concept of magical items, especially wonderous items, or things like rings and staves in particular, having histories that the characters must unravel as part of learning their functions? I always wanted to set something up where magical items weren't just randomly assigned by treasure tables, and had histories that could then inspire more side-line adventures as the characters learn their history and it gets woven back into the main campaign.

I figure in a low-magic campaign, that would be easier to manage since most magical items would likely be heirloom pieces and be passed down generationally.
Earthdawn did this but with a big magic setting. It is a good way to have items unlock as you gain levels and grow in power to match PCs but can also be cumbersome if multiple PCs have their own quests or if this is for everything.
 
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_Michael_

Explorer
Earthdawn did this but with a jig magic setting. It is a good way to have items unlock as you gain levels and grow in power to match PCs but can also be cumbersome if multiple PCs have their own quests or if this is for everything.
Maybe pick and choose specific magical items, or only do that for wonderous items or particularly powerful ones? Artifacts tend to have this built in more than wonderous items for obvious reasons--artifacts are literally deus ex machina.
 

Alzrius

The EN World kitten
If I may self plug a tiny bit, take a look at The Enchiridion of Treasures and Objects D’art (link: DriveThruRPG ) - was designed for 3e, has a low magic system based on the material used to make stuff, an alternate economic system, and was made free for all once sales petered off 20 ish years ago. If you like it, great, if not you are only down the time to download and read.
A bit off-topic, but I just wanted to say that I absolutely loved Buy the Numbers. Unless I'm misremembering, it was the first product to turn the d20 System's class-level progression into a point-buy system, and was quite revolutionary in that regard.
 

_Michael_

Explorer
How does the Variant Multiclassing book's rules work with prestige classes? I'm kind of curious as to how that would work with something like a wizard that decides to take some cleric feats and then becomes a Mystic Theurge? Or would the Mystic Theurge prestige class be unavailable? Or worst case scenario, would the Mystic Theurge have to be massaged a bit to permit the wizard to become one?
 

Alzrius

The EN World kitten
How does the Variant Multiclassing book's rules work with prestige classes? I'm kind of curious as to how that would work with something like a wizard that decides to take some cleric feats and then becomes a Mystic Theurge? Or would the Mystic Theurge prestige class be unavailable? Or worst case scenario, would the Mystic Theurge have to be massaged a bit to permit the wizard to become one?
Unfortunately, it doesn't specify (beyond the Fighter Basic Training feat specifying that you count half of your total character level as being fighter levels for the purposes of qualifying for feats, prestige classes, and so on).

Since the book specifies that you can only take the "variant multiclassing feats" for a single class, but does say you can still use traditional multiclassing (i.e. taking levels in other classes when you gain a level), then theoretically there's no reason why you couldn't take levels in (for example) wizard, and also take multiclass feats for cleric so that you can gain enough clerical spellcasting to then take levels in mystic theurge.

Doing so, however, would be less than ideal. In order to take the Cleric Spells II feat (which gives you the ability to cast 3rd-level clerical spells), you need to have taken two prior feats (Cleric Orison and Cleric Spells I) and be at least 11th level (which is one of the prerequisites for Cleric Spells II). Even then, it's questionable if you'd gain new clerical spell slots by taking levels in mystic theurge, as (depending on how literally you want to read it) that prestige class says it grants new spells per day as if you'd gained a level in your spellcasting class for arcane and divine spells...and your divine spells are coming from a feat rather than a class feature (even if it's modeling a class feature). On the other hand, you could say that since those feats are built around multiclassing into that class, then you would gain more slots and higher-level spells...it's unclear.

I wonder if I should post that in the discussion area on that product's DTRPG sales page? :unsure:
 

_Michael_

Explorer
Unfortunately, it doesn't specify (beyond the Fighter Basic Training feat specifying that you count half of your total character level as being fighter levels for the purposes of qualifying for feats, prestige classes, and so on).

Since the book specifies that you can only take the "variant multiclassing feats" for a single class, but does say you can still use traditional multiclassing (i.e. taking levels in other classes when you gain a level), then theoretically there's no reason why you couldn't take levels in (for example) wizard, and also take multiclass feats for cleric so that you can gain enough clerical spellcasting to then take levels in mystic theurge.

Doing so, however, would be less than ideal. In order to take the Cleric Spells II feat (which gives you the ability to cast 3rd-level clerical spells), you need to have taken two prior feats (Cleric Orison and Cleric Spells I) and be at least 11th level (which is one of the prerequisites for Cleric Spells II). Even then, it's questionable if you'd gain new clerical spell slots by taking levels in mystic theurge, as (depending on how literally you want to read it) that prestige class says it grants new spells per day as if you'd gained a level in your spellcasting class for arcane and divine spells...and your divine spells are coming from a feat rather than a class feature (even if it's modeling a class feature). On the other hand, you could say that since those feats are built around multiclassing into that class, then you would gain more slots and higher-level spells...it's unclear.

I wonder if I should post that in the discussion area on that product's DTRPG sales page? :unsure:
If you do, and they respond, please update us here! lol I'd love to know. I'd tend to think it would be allowed as the feats would replace the spellcasting level for clerics. This would be a very rare case, though, as the Mystic Theurge itself is a bit of a rare prestige class, I'd say probably reserved for priests of gods of magic and and the like.
 

_Michael_

Explorer
Not gonna lie, Inglenook's other book, Spells of Wind and Weather, also looks interesting for a low-magic campaign for use among shamans and other hedgewizards.
 

rabindranath72

Adventurer
Reading the Pathfinder core book I am surprised at how much easier they made for spellcasters to craft magic items by allowing crafting even in adverse conditions and during adventuring. I am not sure what the design goal was here, considering that the classes are also more powerful than 3.5 (and even more than 3.0). Between at-will cantrips, very generous crafting, and expanded magical abilities of characters, doing low magic with PF1e seems a lot harder than doing it with 3.x.
(I know, I am 16 years late...my life with the 3.x branch of the d20 tree basically never went beyond 3.0 core, with a short detour into 3.5 to realise it wasn't for me...)

Another book I'd like to mention is Sandy Petersen's Cthulhu Mythos, which introduces a system of rituals which seems very well done. Not as "hard" on the characters as d20 CoC, but interesting none the less.
 

_Michael_

Explorer
Reading the Pathfinder core book I am surprised at how much easier they made for spellcasters to craft magic items by allowing crafting even in adverse conditions and during adventuring. I am not sure what the design goal was here, considering that the classes are also more powerful than 3.5 (and even more than 3.0). Between at-will cantrips, very generous crafting, and expanded magical abilities of characters, doing low magic with PF1e seems a lot harder than doing it with 3.x.
(I know, I am 16 years late...my life with the 3.x branch of the d20 tree basically never went beyond 3.0 core, with a short detour into 3.5 to realise it wasn't for me...)

Another book I'd like to mention is Sandy Petersen's Cthulhu Mythos, which introduces a system of rituals which seems very well done. Not as "hard" on the characters as d20 CoC, but interesting none the less.
The party never ended. 3.0/3.5e/OGL was the best that ever was if for no other reason than the sheer amount of 3rd-party material available for it with alternate rulesets and countless ways to tweak things. There were books for every possible flavor, from running tournaments with jousts and games like dwarf-toss to building fully fleshed-out medieval economies.

Probably the best-suited edition for running/building low-magic worlds and campaigns, imho.
 

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