Graf
Explorer
My group will be starting a new game relatively soon. After some discussion we've decided to go low magic OA.
Please note I'm not against big magic games. I kind of love them, but the players are apprently of sick of it. I understand how they feel as I tend to use magic to make the game world more interesting and its become a kind of crutch.
The PCs will have almost no magical abilities, magic using classes will be extremely rare (and direct damage magic the property of imperial agents who rarely travel out into the PCs neck of the woods).
Likewise magical items will be rare and more of the "allows your ancestor spirit to advise you" and less of the "your sword is on fire, you do extra damage". (this also makes the ancestral sword of a samurai more useful/impressive/valuble).
Most of the PCs will be samurai or rogues, most everyone they encounter will be similar non-magical classes. However one of the nobles will be a member of the noble caste who has recently returned from the ancient temple in the west. He was sent there as a young boy for political reasons related to sucession. (he'll be classed as a Shaman)
There are two things I'm wondering looking for suggestions on:
would be very glad to hear about people's other experiences with similar games, of course, these are just two related nuts I need to crack relatively quickly.
Healing
I want to make healing rarer and more impressive. This will make the heal skill useful too. I also want to have a way to slow the game down naturally, by forcing people to rest for several days after tough fights.
1. I'm planning on increasing the level of all healing spells by 2. (so cure minor wounds is now a level 2 spell. Cure light is 3rd etc.)
2. Healing 'dice' will be d4 instead of d8. So cure light heals 1d4+1 per 2 levels up to +5, etc.
3. I will add a spell in at 0th level called Abance* of the Final Breath which will allow the shaman to stabilize someone and bring them to -2 hitpoints. And a first level spell (resist light wounds?) which will turn 1d4 +1/level up to +5 of 'normal' damage into subdual damage.
*I know it's not a word. I'm sure there's a word like it but I can't figure it out right now. I think the word I'm looking for means 'holding off'.
Shaman power level
How much does this 'nerf' the Shaman?
the other healer classes aren't a concern right now, as they'll be rare npcs, and probably not in conflict/competition with the PCs anyway
There will be few-to-no direct damage spells floating around so everyobdy suddenly taking 20 points of damage from a fireball in a random encounter isn't an issue. But ACs will probably be relatively low in the party, since magic items for that stuff will be rare and they're using a 27 point build.
My first instinct was to to do nothing or maybe increse the DC of their spells by 2 to make the spells they do have work better. But I'm not sure that increasing the DC really addresses the issue.
Suggestions? Comments?
Please note I'm not against big magic games. I kind of love them, but the players are apprently of sick of it. I understand how they feel as I tend to use magic to make the game world more interesting and its become a kind of crutch.
The PCs will have almost no magical abilities, magic using classes will be extremely rare (and direct damage magic the property of imperial agents who rarely travel out into the PCs neck of the woods).
Likewise magical items will be rare and more of the "allows your ancestor spirit to advise you" and less of the "your sword is on fire, you do extra damage". (this also makes the ancestral sword of a samurai more useful/impressive/valuble).
Most of the PCs will be samurai or rogues, most everyone they encounter will be similar non-magical classes. However one of the nobles will be a member of the noble caste who has recently returned from the ancient temple in the west. He was sent there as a young boy for political reasons related to sucession. (he'll be classed as a Shaman)
There are two things I'm wondering looking for suggestions on:
would be very glad to hear about people's other experiences with similar games, of course, these are just two related nuts I need to crack relatively quickly.
Healing
I want to make healing rarer and more impressive. This will make the heal skill useful too. I also want to have a way to slow the game down naturally, by forcing people to rest for several days after tough fights.
1. I'm planning on increasing the level of all healing spells by 2. (so cure minor wounds is now a level 2 spell. Cure light is 3rd etc.)
2. Healing 'dice' will be d4 instead of d8. So cure light heals 1d4+1 per 2 levels up to +5, etc.
3. I will add a spell in at 0th level called Abance* of the Final Breath which will allow the shaman to stabilize someone and bring them to -2 hitpoints. And a first level spell (resist light wounds?) which will turn 1d4 +1/level up to +5 of 'normal' damage into subdual damage.
*I know it's not a word. I'm sure there's a word like it but I can't figure it out right now. I think the word I'm looking for means 'holding off'.
Shaman power level
How much does this 'nerf' the Shaman?
the other healer classes aren't a concern right now, as they'll be rare npcs, and probably not in conflict/competition with the PCs anyway
There will be few-to-no direct damage spells floating around so everyobdy suddenly taking 20 points of damage from a fireball in a random encounter isn't an issue. But ACs will probably be relatively low in the party, since magic items for that stuff will be rare and they're using a 27 point build.
My first instinct was to to do nothing or maybe increse the DC of their spells by 2 to make the spells they do have work better. But I'm not sure that increasing the DC really addresses the issue.
Suggestions? Comments?
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