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Any advice on running a low-magic-item campaign?
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<blockquote data-quote="Emirikol" data-source="post: 2924148" data-attributes="member: 10638"><p>We've been running low magic D&D-rules CONAN (NOT the RPG) game for years. We quickly realized that a couple simple changes allow for magic to exist AND to not have 8000000 house rules.</p><p></p><p>Here they are:</p><p>1. Your first two PC levels must be in a non-spellcasting class. This eliminates 90% of your problems.</p><p></p><p>2. Make healing potions MORE COMMON instead of less common. Call it an herbal thing. It's a great way to get rid of LOOT too. This get's rid of the last 9% of your problems.</p><p></p><p>3. Certain spells can be bumped up a level if you want a particular 'feel.' I listed mine below.</p><p></p><p>4. Have more cool non-magical weapons and classify anything of +3 or less as NON-MAGICAL superior masterwork. Thus the "finest" steel in all of Aquilonia becomes a +2 item and +3 then becomes "legendary." The same thing is true for one-shot SKILL ITEMS (notice, I said one-shot). Diplomatic favors, special rogue-tool-oil, etc. can all still be cool and isn't hard to modify from existing magical items. The key is to NOT do more work than you have to. Just say, "No, it's not magical, it's just superior masterwork...I guess you need to run from that ghost eh?"</p><p></p><p>5. Have a logical reason why all these things are occurring and use common sense. Instead of having a DR-magic monster, use the EXACT SAME MONSTER but remove the DR. Players then have to use their fricking brains instead of relying on the 'magic' crutch for everything..which seems kind of sickening after you've played a lower-magic game.</p><p> </p><p>6. The key is to keep it fun and still keep it close to what players expect. If you start telling players all the stuff they CAN'T do and all the fun they WON'T be having because you're so proud of your low-magic world, players will fly the coop.</p><p></p><p>jh</p><p>..</p></blockquote><p></p>
[QUOTE="Emirikol, post: 2924148, member: 10638"] We've been running low magic D&D-rules CONAN (NOT the RPG) game for years. We quickly realized that a couple simple changes allow for magic to exist AND to not have 8000000 house rules. Here they are: 1. Your first two PC levels must be in a non-spellcasting class. This eliminates 90% of your problems. 2. Make healing potions MORE COMMON instead of less common. Call it an herbal thing. It's a great way to get rid of LOOT too. This get's rid of the last 9% of your problems. 3. Certain spells can be bumped up a level if you want a particular 'feel.' I listed mine below. 4. Have more cool non-magical weapons and classify anything of +3 or less as NON-MAGICAL superior masterwork. Thus the "finest" steel in all of Aquilonia becomes a +2 item and +3 then becomes "legendary." The same thing is true for one-shot SKILL ITEMS (notice, I said one-shot). Diplomatic favors, special rogue-tool-oil, etc. can all still be cool and isn't hard to modify from existing magical items. The key is to NOT do more work than you have to. Just say, "No, it's not magical, it's just superior masterwork...I guess you need to run from that ghost eh?" 5. Have a logical reason why all these things are occurring and use common sense. Instead of having a DR-magic monster, use the EXACT SAME MONSTER but remove the DR. Players then have to use their fricking brains instead of relying on the 'magic' crutch for everything..which seems kind of sickening after you've played a lower-magic game. 6. The key is to keep it fun and still keep it close to what players expect. If you start telling players all the stuff they CAN'T do and all the fun they WON'T be having because you're so proud of your low-magic world, players will fly the coop. jh .. [/QUOTE]
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