Agent Oracle
First Post
Okay, honestly, I have a single suggestion for how you can run a true low-to-no magic campaign.
Eliminate it from the start.
You could run a no-magic campaign a lot easier than you could run a low magic campaign.
Eliminate all spellcasting classes from the start. no sorcerers or wizards. No clerics or druids. And eliminate all the halfsies. no bards or rangers or paladins. and eliminate monks too (just because they have so many near-supernatural abilities.)
That leaves us with... what? Barbarians, Rogues, and Fighters.
Oh, and get rid of gnomes (no pesky magical natural abilities) and elves and half-elves (since, y'know, nigh immortal thingy in a no magic world? dosn't cut it) and halflings (just because) and half-orcs... get rid of orcs for that matter...
You know what? toss everything fantastic out the window. Everybody is human. Human rogues, human barbarians, and human fighters.
maybe... MAYBE allow in some of the expanded classes, ONLY if they have no magical (or near-magical) abilities. (so Knight is fine, but the duskblade is not.)
And to make sure the game is fair, all enemies are held to those restrictions as well. No elven bards, no gnomish illusionists. Just plain and simple Humans... okay, maybe with some NORMAL animals thrown in. Wolves are allright, wargs are not. Blarghest... RIGHT out!
Think about the impact this will have! The barfight at the beginning of any adventure? Much more deadly, when there's no cleric to patch you up post-tussle. Players will start guarding their hitpoints like they were the only things that mattered, and begin spending wealth on OTHER things, like buying property or whatever.
Maybe, after level 5, there can be some prestiege classes. Ranger being a prestiege class. Bard a prestiege class. Paladin a prestiege class. (that one is hard to qualify for, since it implies that the paladin code is retroactive)
That is one way to make a low-to-no magic world work well.
Eliminate it from the start.
You could run a no-magic campaign a lot easier than you could run a low magic campaign.
Eliminate all spellcasting classes from the start. no sorcerers or wizards. No clerics or druids. And eliminate all the halfsies. no bards or rangers or paladins. and eliminate monks too (just because they have so many near-supernatural abilities.)
That leaves us with... what? Barbarians, Rogues, and Fighters.
Oh, and get rid of gnomes (no pesky magical natural abilities) and elves and half-elves (since, y'know, nigh immortal thingy in a no magic world? dosn't cut it) and halflings (just because) and half-orcs... get rid of orcs for that matter...
You know what? toss everything fantastic out the window. Everybody is human. Human rogues, human barbarians, and human fighters.
maybe... MAYBE allow in some of the expanded classes, ONLY if they have no magical (or near-magical) abilities. (so Knight is fine, but the duskblade is not.)
And to make sure the game is fair, all enemies are held to those restrictions as well. No elven bards, no gnomish illusionists. Just plain and simple Humans... okay, maybe with some NORMAL animals thrown in. Wolves are allright, wargs are not. Blarghest... RIGHT out!
Think about the impact this will have! The barfight at the beginning of any adventure? Much more deadly, when there's no cleric to patch you up post-tussle. Players will start guarding their hitpoints like they were the only things that mattered, and begin spending wealth on OTHER things, like buying property or whatever.
Maybe, after level 5, there can be some prestiege classes. Ranger being a prestiege class. Bard a prestiege class. Paladin a prestiege class. (that one is hard to qualify for, since it implies that the paladin code is retroactive)
That is one way to make a low-to-no magic world work well.