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altering d20/d&d for low magic games
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<blockquote data-quote="A'koss" data-source="post: 1695305" data-attributes="member: 840"><p>Ahh, it warms my heart to see some of the effort people are willing to put into a good low magic campaign...</p><p></p><p>I am in the middle of putting together a low magic system that touches upon nearly every facet of the game. However, it very much designed for our campaign and not really from the standpoint of something that might have broader appeal.</p><p> </p><p>There is just too much to really get into it but I will touch upon some of the design and key thoughts we had going into this.</p><p> </p><p>1. There are now 4 core classes - The Warrior, the Rogue, the Talist Magi (wizard) and an, as yet unnammed, Druid class. They are designed to be flexible enough to accomodate a lot of different themes. Prestige classes do exist, but they are campaign specific.</p><p> </p><p>2. Magic: I've removed or reworked many of the spells to accomodate the setting. Spellcasters have sacrificed some power for greater combat ability and flexibility (spell points). Talists are more akin to fighter-wizards and many of their offensive spells have the option of augmenting their melee weapons with a similar power (eg. Burning Hands... or... Burning Spear?). And on that note, most offensive magic requires an attack roll on the spellcaster's part to hit their target or to be the most effective (eg. a fireball must be hurled at an individual to be the most effective as the blast radius is at a reduced power). Get's the player's more involved in combat.</p><p> </p><p>3. Save or Die/Nerf: Any spell or one-hit wonder that could end a battle on a single roll has been altered. Big fights are designed to last longer, which is good because resurrection is very difficult indeed. "Death" spells usually inflict damage. There is also a new rule in our LM game called <strong>Resolve</strong> which reflect the sum of a character's willpower and spirit. All Will Save spells now inflict "Resolve Point" damage, rather than just an effect that just works/doesn't work. Each spells batters down a character's will (usually save for half) until, like damage, they run out and then whatever effect brought your RP down to 0 takes effect. Resolve handles a lot of other things in the game as well - "Flashy", intimidating Magic, Magic Item creation, Fear and corruption-style effects, Intimidation (Skill), Torture, Energy Drain (which drains RPs and HPs rather than levels), victory and story based awards over diffcult odds replenishes it just as defeat and retreat depletes it, etc, and so on.</p><p> </p><p>4. Game Balance: We took the opportunity to really hammer the rules to accomodate higher level play better. We all love high level gaming, but the 3e style of play at these levels was just not the cinematic style we we're looking for. A lot of the disparities between the classes has been compressed. Magic healing is a lot more rare (most sap your Resolve or convert damage to subdual), but natural healing has improved significantly - especially with Reserve Points (UA). Point buy stats (though high) help as well as fleshing out more mundane weapons and armor. </p><p> </p><p>5. Magic Items: No mortal can craft a permanent item, though the remnants from Ragnarok are still waiting to be found. We try to stress each items uniqueness, most have several functions that all tie into a certain theme or somehow relating to it's history or owner. Fun stuff. </p><p> </p><p>6. Misc: Oh, let's see... everyone has a single BAB value. If you want to make multiple attacks you take a -4 penalty (cumulative) that applies to each additional attack. eg. 1 attack at +12, 2 attacks at +8 (each), 3 attacks at +4 (each), etc. to a min of +0 BAB. Class based AC bonuses, Armor that can convert real damage to subdual, revamped skills for LM gaming... yup, no stone left unturned... <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> </p><p> </p><p>Cheers!</p><p> </p><p>A'koss.</p></blockquote><p></p>
[QUOTE="A'koss, post: 1695305, member: 840"] Ahh, it warms my heart to see some of the effort people are willing to put into a good low magic campaign... I am in the middle of putting together a low magic system that touches upon nearly every facet of the game. However, it very much designed for our campaign and not really from the standpoint of something that might have broader appeal. There is just too much to really get into it but I will touch upon some of the design and key thoughts we had going into this. 1. There are now 4 core classes - The Warrior, the Rogue, the Talist Magi (wizard) and an, as yet unnammed, Druid class. They are designed to be flexible enough to accomodate a lot of different themes. Prestige classes do exist, but they are campaign specific. 2. Magic: I've removed or reworked many of the spells to accomodate the setting. Spellcasters have sacrificed some power for greater combat ability and flexibility (spell points). Talists are more akin to fighter-wizards and many of their offensive spells have the option of augmenting their melee weapons with a similar power (eg. Burning Hands... or... Burning Spear?). And on that note, most offensive magic requires an attack roll on the spellcaster's part to hit their target or to be the most effective (eg. a fireball must be hurled at an individual to be the most effective as the blast radius is at a reduced power). Get's the player's more involved in combat. 3. Save or Die/Nerf: Any spell or one-hit wonder that could end a battle on a single roll has been altered. Big fights are designed to last longer, which is good because resurrection is very difficult indeed. "Death" spells usually inflict damage. There is also a new rule in our LM game called [b]Resolve[/b] which reflect the sum of a character's willpower and spirit. All Will Save spells now inflict "Resolve Point" damage, rather than just an effect that just works/doesn't work. Each spells batters down a character's will (usually save for half) until, like damage, they run out and then whatever effect brought your RP down to 0 takes effect. Resolve handles a lot of other things in the game as well - "Flashy", intimidating Magic, Magic Item creation, Fear and corruption-style effects, Intimidation (Skill), Torture, Energy Drain (which drains RPs and HPs rather than levels), victory and story based awards over diffcult odds replenishes it just as defeat and retreat depletes it, etc, and so on. 4. Game Balance: We took the opportunity to really hammer the rules to accomodate higher level play better. We all love high level gaming, but the 3e style of play at these levels was just not the cinematic style we we're looking for. A lot of the disparities between the classes has been compressed. Magic healing is a lot more rare (most sap your Resolve or convert damage to subdual), but natural healing has improved significantly - especially with Reserve Points (UA). Point buy stats (though high) help as well as fleshing out more mundane weapons and armor. 5. Magic Items: No mortal can craft a permanent item, though the remnants from Ragnarok are still waiting to be found. We try to stress each items uniqueness, most have several functions that all tie into a certain theme or somehow relating to it's history or owner. Fun stuff. 6. Misc: Oh, let's see... everyone has a single BAB value. If you want to make multiple attacks you take a -4 penalty (cumulative) that applies to each additional attack. eg. 1 attack at +12, 2 attacks at +8 (each), 3 attacks at +4 (each), etc. to a min of +0 BAB. Class based AC bonuses, Armor that can convert real damage to subdual, revamped skills for LM gaming... yup, no stone left unturned... :D Cheers! A'koss. [/QUOTE]
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