Valesin said:I am currently designing a campaign in which I would like to (significantly) lower the availability of magic items. It is going to have a moderate level of 'magic', but much of what will be available is going to be non-standard: incarnum, truename, binding, etc. The only spellcasters are going to be spontaneous casters with rather limited spell access: beguilers, duskblades, spellthieves...you get the idea.
I know how to keep the level of magic items low, but that is the easy part. What I am really looking forward to is advice on how to gauge the deadliness of a game with a dearth of magic items. Some things are obvious (DR/magic or alignment, incorporealness, etc). What I am looking for are the not-so-obvious ways in which the party might be hampered or killed because the game assumes a certain access to magic items.
Mostly what I would like is advice on how the lack of items will influence the types of CRs that the party can face. RAW assume pretty easy access to items that improve AC, attacks, saves, grant invisibility, increase movement, all that jazz.
The other thing I would welcome advice on is how to adjustment the amount of wealth I should allow the party to accumulate when they are not spending it on magic items. I don't want them to be able to buy a fiefdom at 7th level because I forgot to adjust creature treasure down.
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! Mostly I would just like to hear from people who have run campaigns with a lower-than-standard access to magic items, what problems they ran into and how the adjusted their game accordingly.
Thanks in advance.
bah, RAW CRs are a joke. they never really work anyway. The thing with low magic in any form is that characters cant do fight after fight after fight without healing. The trick to any low magic game is emphasize roleplaying over combat. Make every combat hard and life threatening for all the characters, then give them ways out of most fights. Then the ones they do get into actually have drama and mean something.
The big points of low magic are either gritty (characters die every other critical hit by the DM or so) or emphasizing roleplaying over grid and miniature combat. If your going for gritty then go for it, but your players wont connect to characters who die all the time so be ready for that. If your going for roleplaying then just give them plenty of non-combat options and some hard seriusly dramatic fights when the
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