I also like the idea of magic being something only granted through a pact with unspeakable beings. For this reason, I'd only use sorcerers, as the high Charisma could be seen as necessary in dealing with such beings. (Part of this would involve re-flavoring the sorcerer. Rather than gaining their powers through a bloodline, they gain them through a pact. I wouldn't feel the need to introduce any mechanical differences, other than the possibility of having one's magic stripped.)
I rather like this. That's sort of what I had in mind with the bloodline, though I'd use "Bloodline Levels" (5e games) rather than UA bloodlines. By gaining levels, the PC sacrifices class utility for traits of "unspeakable beings"-- but also allow for more prosaic backgrounds, like long extinct giant blood. Imho, a good selection of bloodlines is a good way to really flavor the campaign in particular directions.
I would remove alignment from the game. S&S almost never has objective good/evil; the world doesn't care about you. (This is why, incidentally, I would not allow the paladin, even if spellcasting were removed.)
Agreed.
Without healers, I'd give some boost when it comes to taking and recovering from damage. Not too much - I would want combat to be a danger still. I'd use one of the variants from UA (not sure which one).
Also agreed. I'd like to see a more useful Healing skill, frankly. I think that, with some weak "herbal" remedies would be enough to offset a lack of healing.
There's another point that occurred to me. While I can appreciate granting XP for spending money on "wine'n'wenching", I'd rather not have any mechanical consequences for that. Rather, it should follow naturally from having a low magic campaign.
Definitely makes sense, and imho the ideal way to run things. I'm pondering this mainly for two reasons. One is that it's got a heavy "old school" vibe, which (in my mind, at least) meshes well with S&S; I wouldn't allow such an exchange in a different sort of campaign. Also, I don't the think the exchange would be 1-for-1; not sure what, though!
Second, and more important, is that it takes money away from the PCs so they don't spend it on any of those useful things that you & ValhallaGH mentioned (business, land, titles, equipment, etc). Effectively, it's a reward for an in-game activity that doesn't have any other attached non-xp advantage associated with it. The question for the player becomes: "Do I buy the expensive steel sword to improve my combat ability, or do I go and party for the XP?" Really the XP are for the wining'n'wenching, not the gp directly-- and it's optional, a choice each PC has to make based on his goals.
Actually, i'd probably also tailor this to the character. While a barbarian would get his xp for partying, someone aspiring to dark sorcery likely would not; his would be earned instead by bribing thugs to "acquire" unwholesome spell components or something like that. The wannabe sorc can party, too-- but he doesn't get xp for it! Of course in practice this is really just fluff, and agreed to by the player and GM before play, based on the character concept.
In any event, i think it would be interesting to try out, since I've never used a mechanic like that before.
