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3.5e/PF/OGL Low-Magic Campaign Resources and Ideas
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<blockquote data-quote="_Michael_" data-source="post: 9528836" data-attributes="member: 7045276"><p>Well, of course, everyone is gonna have different styles and preferences, and that's okay. I'm a fan of a bit more lethality simply to keep players from doing dumb stuff, at least, not without some forethought and preparation. And we all know how dumb things can get when players have too much time on their hands, or too much money. The FNFF/Interlok system was a good balance because it was very high lethality, but at the same time, you could also do cool stuff and score "cool points" that affected your reputation. I do want to have a reputation system in place so that players can brag about stuff they pull off and get perks for it. </p><p></p><p></p><p>I'm trying to come up with something a bit less magic-based, and more speeding the natural healing process to varying degrees. Something that would likely help is utilizing more the subdual vs lethal damage system where damage could be relatively minor (such as getting knocked about with clubs and whatnot) versus getting stabbed with knives, which <em>would</em> take more effort to heal and stop bleeding. Plus, cribbing from FNFF, I could see higher strengths having a "sandbag" effect against some damage, offering a minor DR just because the muscles themselves would help absorb the impact of weapons a bit more than someone who has a 10 in Strength.</p><p></p><p>In my world, wizards are a lot less common, though magic retains its high-damage capability. However, minor clerics and various witch doctors, healers, and others exist to fill the void with various concoctions to speed healing, maybe to the equivalent of a minor healing potion, albeit, overnight. "Here, put these plasters on the cut and lay in bed for a night" translating to a 1d6+1 or so healing potion. I mean, that's not perfect or exact, but it gives a start to where I would like it to be without having to rely on over-magicked tropes. Plus, having a player who invests in things like craft (alchemy) and/or knowledge (nature) would allow them to come up with some of this stuff on their own, like using honey and aloe to speed healing and reduce scarring and prevent infection, etc. Speaking of, that's something that never really gets dealt with in-game is infection because it's just, "Oh, I'll down this healing potion!" And that in turn gives players license to do dumb stuff with their characters that they wouldn't otherwise try if they didn't have easy access to healing, which in turn forces them to think more creatively for solutions that don't get themselves injured. I'm not trying to just kill them off, I just want them to be <em>more</em> in the shoes of their character and value them enough to be more cautious in their approach to lethal situations because that seems to me to be ripe ground for better roleplaying. </p><p></p><p></p><p>Oh, I get that. I just often wonder how it would look to have reduced ACs over all (and renamed as Defensive Scores) with armor offering more Damage Reduction, especially with different armor offering different DRs versus different damage types. For instance, chain mail offering higher DR against slashing or piercing weapons, but not much against bludgeoning, whereas plate armor might offer better DR against all three. That in turn would seem (to me) to require more strategy in terms of armor choices depending on your playing style. Like, if you're a ranger who prefers the bow, you're not going to really be taking a lot of damage from bludgeoning or slashing weapons unless you get caught in the front line because you'll most likely be in the back, picking off enemies. More diversity in armor types (and the ability to wear different pieces to protect different parts of the body via using a body hit chart) would seem to offer both more realism and greater potential for strategy.</p></blockquote><p></p>
[QUOTE="_Michael_, post: 9528836, member: 7045276"] Well, of course, everyone is gonna have different styles and preferences, and that's okay. I'm a fan of a bit more lethality simply to keep players from doing dumb stuff, at least, not without some forethought and preparation. And we all know how dumb things can get when players have too much time on their hands, or too much money. The FNFF/Interlok system was a good balance because it was very high lethality, but at the same time, you could also do cool stuff and score "cool points" that affected your reputation. I do want to have a reputation system in place so that players can brag about stuff they pull off and get perks for it. I'm trying to come up with something a bit less magic-based, and more speeding the natural healing process to varying degrees. Something that would likely help is utilizing more the subdual vs lethal damage system where damage could be relatively minor (such as getting knocked about with clubs and whatnot) versus getting stabbed with knives, which [I]would[/I] take more effort to heal and stop bleeding. Plus, cribbing from FNFF, I could see higher strengths having a "sandbag" effect against some damage, offering a minor DR just because the muscles themselves would help absorb the impact of weapons a bit more than someone who has a 10 in Strength. In my world, wizards are a lot less common, though magic retains its high-damage capability. However, minor clerics and various witch doctors, healers, and others exist to fill the void with various concoctions to speed healing, maybe to the equivalent of a minor healing potion, albeit, overnight. "Here, put these plasters on the cut and lay in bed for a night" translating to a 1d6+1 or so healing potion. I mean, that's not perfect or exact, but it gives a start to where I would like it to be without having to rely on over-magicked tropes. Plus, having a player who invests in things like craft (alchemy) and/or knowledge (nature) would allow them to come up with some of this stuff on their own, like using honey and aloe to speed healing and reduce scarring and prevent infection, etc. Speaking of, that's something that never really gets dealt with in-game is infection because it's just, "Oh, I'll down this healing potion!" And that in turn gives players license to do dumb stuff with their characters that they wouldn't otherwise try if they didn't have easy access to healing, which in turn forces them to think more creatively for solutions that don't get themselves injured. I'm not trying to just kill them off, I just want them to be [I]more[/I] in the shoes of their character and value them enough to be more cautious in their approach to lethal situations because that seems to me to be ripe ground for better roleplaying. Oh, I get that. I just often wonder how it would look to have reduced ACs over all (and renamed as Defensive Scores) with armor offering more Damage Reduction, especially with different armor offering different DRs versus different damage types. For instance, chain mail offering higher DR against slashing or piercing weapons, but not much against bludgeoning, whereas plate armor might offer better DR against all three. That in turn would seem (to me) to require more strategy in terms of armor choices depending on your playing style. Like, if you're a ranger who prefers the bow, you're not going to really be taking a lot of damage from bludgeoning or slashing weapons unless you get caught in the front line because you'll most likely be in the back, picking off enemies. More diversity in armor types (and the ability to wear different pieces to protect different parts of the body via using a body hit chart) would seem to offer both more realism and greater potential for strategy. [/QUOTE]
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