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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
3.5e/PF/OGL Low-Magic Campaign Resources and Ideas
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<blockquote data-quote="_Michael_" data-source="post: 9521934" data-attributes="member: 7045276"><p>Very good advice. I actually like the idea of using more masterwork than magical to grant bonuses. I figured the item creation costs would be more paying for trips to far off locations to find incredibly old texts or rare ingredients. But yeah, I agree with the small stuff being more common. Weapons and armor would probably be the most common, with rings, staves and wonderous items being the most rare as that takes more skill and artistry. </p><p></p><p>Healing I was going to take a look at, too, and probably make it a bit more gritty because I don't want magic being a crutch. The <em>Ultimate Game Designer's Companion </em>has a great chapter on grim and gritty rules to make combat much more lethal, as well as sections on removing armor's AC bonus and using a Defense Value and Damage Reduction instead. </p><p></p><p>Some of the higher level spells are likely to get tossed, too, if for no other reason than much of the lore of the previous age was lost. <em>Wish</em> spells, for instance, would be almost unheard of, and anyone who manages to pull one off would likely attract immediate attention because of how incredibly rare such things would be. The protection spells vs what they protect against point is also well-taken. </p><p></p><p>The <em>Enchiridion of Treasures and Objects d'Art</em> has a section on ensorceled objects vs magical items, which I think is going to merit a closer look. It's specifically for creating much lower-powered stuff that isn't quite as potent as magic. </p><p></p><p>Thank you for your comment! This is all good stuff I'm taking notes on!</p></blockquote><p></p>
[QUOTE="_Michael_, post: 9521934, member: 7045276"] Very good advice. I actually like the idea of using more masterwork than magical to grant bonuses. I figured the item creation costs would be more paying for trips to far off locations to find incredibly old texts or rare ingredients. But yeah, I agree with the small stuff being more common. Weapons and armor would probably be the most common, with rings, staves and wonderous items being the most rare as that takes more skill and artistry. Healing I was going to take a look at, too, and probably make it a bit more gritty because I don't want magic being a crutch. The [I]Ultimate Game Designer's Companion [/I]has a great chapter on grim and gritty rules to make combat much more lethal, as well as sections on removing armor's AC bonus and using a Defense Value and Damage Reduction instead. Some of the higher level spells are likely to get tossed, too, if for no other reason than much of the lore of the previous age was lost. [I]Wish[/I] spells, for instance, would be almost unheard of, and anyone who manages to pull one off would likely attract immediate attention because of how incredibly rare such things would be. The protection spells vs what they protect against point is also well-taken. The [I]Enchiridion of Treasures and Objects d'Art[/I] has a section on ensorceled objects vs magical items, which I think is going to merit a closer look. It's specifically for creating much lower-powered stuff that isn't quite as potent as magic. Thank you for your comment! This is all good stuff I'm taking notes on! [/QUOTE]
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3.5e/PF/OGL Low-Magic Campaign Resources and Ideas
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