Any advice on running a low-magic-item campaign?

Valesin said:
I want a low-magic-item game for flavor. I would like to run a game where the characters are capable of some pretty impressive magical/supernatural feats yet one where the world isn't littered with magical detritus and where there isn't a magical pawnshop on every corner. I have never read any good fantasy where the buying/selling of magic items was as common as eating in a tavern and would like to run a game where it doesn't happen.
Then I'd definitely say that Iron Heroes is worth a closer look if you're looking to run that style of game (yours are essentially the same reasons why I'm running it now).
 

log in or register to remove this ad

shilsen said:
One method I don't think anyone's suggested is simply to translate a lot of magic items into special abilities that the characters have.

For example, all PCs gain a +1 resistance bonus to saves every 3rd lvl, capping at +5 at 15th. And you no longer need Cloaks of Resistance in the game and characters have a chance to keep saves as high as they need in a game with the DMG's suggested wealth levels. Characters using weapons can bond with them (use whatever flavor you want) and that weapon gets a +1 enhancement bonus in their hands for every four character levels. Characters using armor can similarly bond for the same amount. Characters get a +2 enhancement bonus to one stat at 4th level and 8th level, with one increasing to +4 at 12th, and so on.

If done carefully enough, you have all the mechanical benefits of normal magic level game, with all the flavor of a low magic one.

One variant of this that I've had some luck with is to give the characters these kinds of bonuses in game, especially when they defeat particularly magical enemies. So, for example, a behir they killed exploded into a big ball of lightning and gave everyone lightning resistance 5. You might give everyone a resistance bonus for drinking from the sacred pool of x, and so on.

The benefit of doing it this way is that players get their cool loot fix after big battles, but you keep magic items interesting by making all the boring +1 effects inherent bonuses. It's not really low magic, of course, but as Shilsen said, if you're careful it can still feel that way.

The only potential problem I've encountered is that introducing new pcs to the party can require some creative work arounds. It hasn't been a big problem, however, as the players seem pretty attached to their nifty upgraded characters.
 

Valesin said:
All good points and I have considered most of them. But won't the spellcasters also be buffing the fighter-types and not just themselves? Making a fighter's weapon magical (or thanks to Greater Magic Weapon uber-magical) is often a better tactic than buffing yourself. You say that spellcasters can mimic almost any magic item for short periods of time; assuming that they are team players and not selfish bastards won't that help everyone equally?

You're assuming they're team players? Well, okay, most mages I've seen are team players, in that they'll co-operate with other PCs in combat, will cast Glitterdust to make the rogue really happy, will rescue a PC in trouble and expect to be rescued if they get into trouble, etc. They just don't buff their team mates - not enough spell slots! When I played a mage, the only buffs I had that I could cast on other PCs were Mage Armor (reserved for myself) and Resist Energy. I didn't have enough spell slots to cast Greater Magic Weapon or stat-boosting spells on anyone else ... and that campaign ended at 11th-level.

I don't think it's selfish to not prepare Greater Magic Weapon and instead prepare Fireball. You can save your party's life with either spell. Note that, when it came to stat-boosting spells, there was little points. Sure the fighter wanted an enhancement bonus to Strength... which is why he had a Strength-boosting item. Removing items would force mage players to think differently, not necessarily a bad thing, but IMO would require giving mages more slots so they can spread the love. That's a big rules change.

A lot of buffing spells like Divine Power are personal-only spells. It gives a Strength boost that would be subsumed by a Strength-boosting item, but that's just not an issue in a low/no item game.

Others, like Mage Armor, are useless to a lot of classes. There's no point of casting it on a ranger who is wearing a chain shirt.

Finally, clerics buff to fight. It's a big part of their power. They'll buff themselves whether there's a fighter around or not. A mage is more likely to cast Greater Magic Weapon on a fighter's weapon, assuming they choose to devote slots to that rather than 3rd-level spells that are more fun for the player of the mage.

Edit: the point about spell damage being unaffected by the lack of items while a fighter's damage is severly hampered is an excellent point. I have been thinking mainly in terms of buffing/utility spells which can be spread around; spells that deal damage are much more powerful by comparison in the low-item world. Thanks for pointing that out.

BTW, make sure you pay attention to saving throw bonuses. It's not just AC getting shafted. While AC gets hit more, saving throws are probably more important over time - well, at least Fort and Will saves.
 

Journeyman said:
One variant of this that I've had some luck with is to give the characters these kinds of bonuses in game, especially when they defeat particularly magical enemies. So, for example, a behir they killed exploded into a big ball of lightning and gave everyone lightning resistance 5. You might give everyone a resistance bonus for drinking from the sacred pool of x, and so on.

The benefit of doing it this way is that players get their cool loot fix after big battles, but you keep magic items interesting by making all the boring +1 effects inherent bonuses. It's not really low magic, of course, but as Shilsen said, if you're careful it can still feel that way.

The only potential problem I've encountered is that introducing new pcs to the party can require some creative work arounds. It hasn't been a big problem, however, as the players seem pretty attached to their nifty upgraded characters.

Great advice! I had actually started doing this in a short-lived campaign I ran about a year ago, where much of the 'magical treasure' was actually temporary Su abilities, but had forgotten about it until right now. Thanks!
 

Did someone say Iron Heroes?
Conan?

These are great examples of low level magic settings.
Even Arcana Unearthed from Monte Cook downplays standard dnd magic.
Magic is useful, but not wide spread. Not flashy. Useful.

Just my two cents
 

Valesin said:
I have never read any good fantasy where the buying/selling of magic items was as common as eating in a tavern and would like to run a game where it doesn't happen.

Pick up Steven Brust's Vlad Taltos books.

Back on-topic, I'd have to go with the general consensus that D&D has to be pretty heavily tweaked above extreme low levels to be balanced with low levels of magic items. There are other d20 games that are better suited to it; Iron Heroes (if you like cool supernatural effects, but don't like PCs with lots of magical toys); Midnight, Grim Tales, or d20 Modern/d20 Past (for more conventional low magic); True20 (for a simpler d20-derived system); Conan, Black Company, or Wheel of Time (for a few licensed low magic-item systems/settings).
 

Some suggestions:

* Use the Defense as AC bonus from the Unearthed Arcana.
* Limit availability of armor. (Example: I ran a Carribean-like campaign where armor was virtually non-existent; you could do a similar thing with no/little available metal areas, extreme climates, unusual levels of magic, and so on.).
* Don't use monsters with a lot of magic-like abilities or craploads of resistances. Limit your foes to such creatures as Humanoids (Monstrous and otherwise), Vermin (and their Giant pals), Aberrations (these will be your uber-hitters), and Plants. In such a game, the Ogre Mage will be feared, as it should be. ;) Demons/Devils, Dragons, and Undead are right out.
* Another optional idea might be to check out the really old "Diablo II" d20 books. There's a trasure table in those that gives all kinds of nifty weapon/armor enhancements without making them technically "magical".

* Magic Items are treats, but they really aren't "necessary" as everyone would lead you to believe, so long as you're running homebrew adventures. If you're running pre-gen adventures, they ARE necessary; those adventures are based on the assumption that everyone is using the same treasure amounts as per the DMG. If you feel like your party is TOO far behind, just run them through one pre-gen adventure of their level. They'll catch up quick. ;)
 

VirgilCaine said:
Why not use a d20 system that is built from the ground up for low-magic? Why go to all this work and toil? I really don't see the point.

True20, do it. Low magic D&D is very hard to make work, and though there are a few success stories, there are a lot more horror stories from people who meant well but ended up running games that weren't fun.
 

I just noticed/rediscovered non-spellcasting versions of the Ranger and Paladin in the Complete Warrior, if your staying with 3.5 D&D. They are right after the Swashbuckler write-up.
 

Valesin said:
I don't expect a simple formula to determine CRs and treasue (party magic item value/standard magic item value* CR), although that would be nice!
Ah, my friend. Such a system is available!

Check out EnWorld's own Upper_Krust's excellent CR/encounter system in the house rules forum. You can also get the system in a cleaned up version from Bad Axe Games (a pdf, max. 4$).

Short version, each character lvl is 1 CR, so a 7th lvl character is CR 7. A feat equals CR 0.2.
One lvl of PC wealth equals 0.2 CR. Take it from here.

(In the newest version of the system [unreleased so far] UK actually rates wealth at 1/3 CR.

Check it out!
 

Remove ads

Top