Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
Alternate (low) magic systems
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="A'koss" data-source="post: 1268927" data-attributes="member: 840"><p>I see a lot of ideas here I've tried myself in the past. I've got a new homebrew cooking myself and I've decided to cook up a whole new set of low magic rules for our game. It's the biggest sweeping change I've ever made to the game but it I've got the time now and it's certainly an interesting experience finding out what works and what doesn't.</p><p> </p><p>1. Spells: I've created Path Magic and Low Magic variants in the past but this time I really wanted to rework the spell list to make it more fun and to really fit into the flavor of our quasi-Norse setting. Teleportation, spell-based Flight, true Invisibility (apart from a couple magic items) and generally any spell above 6th level is out... though the way spells are re-geared it's not quite so cut-and-dry. Basically, spells that are potentially "setting destroying" get the axe or are modified significantly and there are more spells geared towards more everyday problems (working stone, farming, etc). Certain other kinds of spells require time, certain rituals (think Norse Platform and Circle Magic) and possilbly certain locations or times to cast - many divinations for example. Some are more dangerous to cast - spells dealing with the dead and astral projection for example... Combat magic now requires some kind of attack roll (touch attack or real attack) to succeed or to gain maximum effect which I think is a neat change. Though generally lessened in power, magic always has <em>some</em> effect, even if a target makes his save or a spell resistance check. There are no "Save for None" spells anymore. Spell Resistance is only <em>partial</em> resistance, not <em>immunity, </em>though there are indeed monsters with various magical immunities.</p><p> </p><p>2. HPs and Healing: It's a real rough and tumble world so I wanted characters who could last in a fight but without heavy reliance on healing magic. At the same time, I wanted to fix the huge disparity between character HPs at high levels and generally make high level play more... uh, playable. You get your Con score in HPs at 1st level and a certain number of HPs (fairly high) based on your Class but <em>no</em> Con bonus per level. Your Con score HPs represents your toughness and your Class HPs your skill. At higher levels this keeps the range of HPs between the characters a little more managable so that if you want to challenge your most powerful character, your weakest isn't 1 round roadkill. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /></p><p> </p><p>As far as healing goes your Class HPs heal at a rate <em>per hour</em> instead of per day as in core 3e. If you are wounded into your Con HPs, those heal at a rate per day and you will suffer some loss in combat ability while into those HPs. The healing skill is quite useful for everyone to take now as healing magic is quite weak. Magical healing can help you accellerate healing, grant you temporary HPs and in some rare instances transfer HPs. If you reach 0 HPs you are dead...ish. You can be magically revived so long as your body hasn't reached -Con HPs, after which you are truly dead (requiring a personal petition, in Hel, to try and secure the deceased's release [read: good luck]).</p><p> </p><p>3. Classes: I've expanded upon the idea in d20 Modern of Talents so that each class has it's own list of class-specific abilities (in essence, feats). With fewer magic items, you rely more on your own abilities to see you through. A high level fighter without <em>any</em> magic is still a viable adventuring character in the campaign. </p><p> </p><p>4. Skills: Skills are important and I'm considering re-working a few things. First, there are no cross-class skills per se but there are skills that require a significant amount of time to learn and therefore only generally viable for those who can dedicate a significant amount of time to them. Learning new languages, Craft, Profession for example.</p><p> </p><p>5. Magic Items: It is possible to craft the equivalent of a potion or scroll (runestones) in the campaign, but only those with some divine essence can create a true, permanent magic item. Since the setting is post-Ragnarok, there are items to be won, found or granted, but they are all quite rare and highly prized. It is possible though to temporarily enchant items though to see you through a tough battle. At high levels though everyone will have at least a couple magic items, but nowhere near the christmas tree ornamentation we see now. There is definitely a greater reliance on craftsmanship and high quality materials for your gear.</p><p> </p><p> </p><p>A'koss.</p></blockquote><p></p>
[QUOTE="A'koss, post: 1268927, member: 840"] I see a lot of ideas here I've tried myself in the past. I've got a new homebrew cooking myself and I've decided to cook up a whole new set of low magic rules for our game. It's the biggest sweeping change I've ever made to the game but it I've got the time now and it's certainly an interesting experience finding out what works and what doesn't. 1. Spells: I've created Path Magic and Low Magic variants in the past but this time I really wanted to rework the spell list to make it more fun and to really fit into the flavor of our quasi-Norse setting. Teleportation, spell-based Flight, true Invisibility (apart from a couple magic items) and generally any spell above 6th level is out... though the way spells are re-geared it's not quite so cut-and-dry. Basically, spells that are potentially "setting destroying" get the axe or are modified significantly and there are more spells geared towards more everyday problems (working stone, farming, etc). Certain other kinds of spells require time, certain rituals (think Norse Platform and Circle Magic) and possilbly certain locations or times to cast - many divinations for example. Some are more dangerous to cast - spells dealing with the dead and astral projection for example... Combat magic now requires some kind of attack roll (touch attack or real attack) to succeed or to gain maximum effect which I think is a neat change. Though generally lessened in power, magic always has [i]some[/i] effect, even if a target makes his save or a spell resistance check. There are no "Save for None" spells anymore. Spell Resistance is only [i]partial[/i] resistance, not [i]immunity, [/i]though there are indeed monsters with various magical immunities. 2. HPs and Healing: It's a real rough and tumble world so I wanted characters who could last in a fight but without heavy reliance on healing magic. At the same time, I wanted to fix the huge disparity between character HPs at high levels and generally make high level play more... uh, playable. You get your Con score in HPs at 1st level and a certain number of HPs (fairly high) based on your Class but [i]no[/i] Con bonus per level. Your Con score HPs represents your toughness and your Class HPs your skill. At higher levels this keeps the range of HPs between the characters a little more managable so that if you want to challenge your most powerful character, your weakest isn't 1 round roadkill. :p As far as healing goes your Class HPs heal at a rate [i]per hour[/i] instead of per day as in core 3e. If you are wounded into your Con HPs, those heal at a rate per day and you will suffer some loss in combat ability while into those HPs. The healing skill is quite useful for everyone to take now as healing magic is quite weak. Magical healing can help you accellerate healing, grant you temporary HPs and in some rare instances transfer HPs. If you reach 0 HPs you are dead...ish. You can be magically revived so long as your body hasn't reached -Con HPs, after which you are truly dead (requiring a personal petition, in Hel, to try and secure the deceased's release [read: good luck]). 3. Classes: I've expanded upon the idea in d20 Modern of Talents so that each class has it's own list of class-specific abilities (in essence, feats). With fewer magic items, you rely more on your own abilities to see you through. A high level fighter without [i]any[/i] magic is still a viable adventuring character in the campaign. 4. Skills: Skills are important and I'm considering re-working a few things. First, there are no cross-class skills per se but there are skills that require a significant amount of time to learn and therefore only generally viable for those who can dedicate a significant amount of time to them. Learning new languages, Craft, Profession for example. 5. Magic Items: It is possible to craft the equivalent of a potion or scroll (runestones) in the campaign, but only those with some divine essence can create a true, permanent magic item. Since the setting is post-Ragnarok, there are items to be won, found or granted, but they are all quite rare and highly prized. It is possible though to temporarily enchant items though to see you through a tough battle. At high levels though everyone will have at least a couple magic items, but nowhere near the christmas tree ornamentation we see now. There is definitely a greater reliance on craftsmanship and high quality materials for your gear. A'koss. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Alternate (low) magic systems
Top