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altering d20/d&d for low magic games
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<blockquote data-quote="Janx" data-source="post: 1695749" data-attributes="member: 8835"><p>Here's some luvin for the non-magic users, to balance them out a bit.</p><p></p><p>AC bonus = 1/2 BAB</p><p>Basically AC goes up as your fighting skills goes up (makes some sense in reality). This means that you don't have to hand out better armors and AC boosters. The monk class probably wouldn't qualify for this, as they already get some variant of this. Or you'd want to give Monks a different amount of bonus AC. The main point is that all PCs acquire high ACs via magic items usually, so if they can't do that anymore, and the monsters still have high attack values (and high ACs) then the players need the same help.</p><p></p><p>Ignore the Magic weapon required to hit rule</p><p>Ignore the rules saying you need a +4 weapon to hurt the monster. This rule encourages magic weapon dependency. Considering most GM's won't throw a monster like this att you unless you actually have the right weapons, what's the point? An alternative is to consider the PC as being equivalent to a magic weapon (level / 4).</p><p></p><p>add modifier to CR = plus of weapon/armor /2</p><p>Thus a +2 longsword effectively adds 1 to the CR. This accounts for the impact of the magic item, versus those who don't have them.</p><p></p><p>Just a few rules ideas to cover the other side of the street.</p><p></p><p>Janx</p></blockquote><p></p>
[QUOTE="Janx, post: 1695749, member: 8835"] Here's some luvin for the non-magic users, to balance them out a bit. AC bonus = 1/2 BAB Basically AC goes up as your fighting skills goes up (makes some sense in reality). This means that you don't have to hand out better armors and AC boosters. The monk class probably wouldn't qualify for this, as they already get some variant of this. Or you'd want to give Monks a different amount of bonus AC. The main point is that all PCs acquire high ACs via magic items usually, so if they can't do that anymore, and the monsters still have high attack values (and high ACs) then the players need the same help. Ignore the Magic weapon required to hit rule Ignore the rules saying you need a +4 weapon to hurt the monster. This rule encourages magic weapon dependency. Considering most GM's won't throw a monster like this att you unless you actually have the right weapons, what's the point? An alternative is to consider the PC as being equivalent to a magic weapon (level / 4). add modifier to CR = plus of weapon/armor /2 Thus a +2 longsword effectively adds 1 to the CR. This accounts for the impact of the magic item, versus those who don't have them. Just a few rules ideas to cover the other side of the street. Janx [/QUOTE]
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