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Any advice on running a low-magic-item campaign?
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<blockquote data-quote="Ourph" data-source="post: 2925661" data-attributes="member: 20239"><p>This is something to seriously consider with a low-item game. I understand you're limiting spellcasters too, which is a good move (a standard Wizard in a game like this can completely derail any plans you may have for keeping the item count low). I would also recommend, besides limiting available classes, that you consider raising the required caster level for at least some Item Creation Feats (I usually leave Scribe Scroll and Brew Potion as-is) and possibly raising the spell level of some spells (<em>Shatter</em> and <em>Improved Invisibility</em> are two that spring immediately to mind). If you don't do the former, the party can avoid the item limitations by crafting their own and the latter offsets the fact that some spells are more powerful when counteracting magic items aren't available to offset them.</p><p></p><p>The other thing to consider is that players used to a higher level of magic items in the game can put a lot of peer pressure on a casting player to focus completely on buff spells. It sounds like this might be something you're going for, but I have found that some players put in this position resent feeling like a walking <em>Fountain of Bull's Strength</em>. I've completely eliminated Stat Buff spells from the game before because of this (which worked OK) but it's something that can also be handled just by checking in with the players and helping them resolve the issue by talking it out before anyone gets too frustrated.</p><p></p><p>The other main thing you'll have to think about has already been mentioned a couple of times. When you deviate from the assumptions of the game, monster selection becomes important. Usually a low magic game works best if, as levels progress, you're throwing lower CR creatures at the party in larger numbers rather than a single CL equivalent creature. This is actually one of the appeals to me of a low-magic game (that these lower CR creatures remain useful longer). If you want to throw a single tough creature at the party occasionally that's OK too, you'll just have to select a creature that is fairly non-magical. That can either be a tough "mundane" creature (a dire animal or something similar) or an advanced version of a lower CR creature. Even creatures or NPCs with class levels are fine, but you'll have to be sure to limit their magic items in the same way the PCs items are limited for things to stay equivalent in terms of power level.</p><p></p><p>BTW - Don't listen to the naysayers. I have problems with D&D3e and run games with other systems these days, but the inability to run a low magic item or even a low magic game with D&D isn't one of them. It's doable and enjoyable if you like D&D in the first place.</p></blockquote><p></p>
[QUOTE="Ourph, post: 2925661, member: 20239"] This is something to seriously consider with a low-item game. I understand you're limiting spellcasters too, which is a good move (a standard Wizard in a game like this can completely derail any plans you may have for keeping the item count low). I would also recommend, besides limiting available classes, that you consider raising the required caster level for at least some Item Creation Feats (I usually leave Scribe Scroll and Brew Potion as-is) and possibly raising the spell level of some spells ([i]Shatter[/i] and [i]Improved Invisibility[/i] are two that spring immediately to mind). If you don't do the former, the party can avoid the item limitations by crafting their own and the latter offsets the fact that some spells are more powerful when counteracting magic items aren't available to offset them. The other thing to consider is that players used to a higher level of magic items in the game can put a lot of peer pressure on a casting player to focus completely on buff spells. It sounds like this might be something you're going for, but I have found that some players put in this position resent feeling like a walking [i]Fountain of Bull's Strength[/i]. I've completely eliminated Stat Buff spells from the game before because of this (which worked OK) but it's something that can also be handled just by checking in with the players and helping them resolve the issue by talking it out before anyone gets too frustrated. The other main thing you'll have to think about has already been mentioned a couple of times. When you deviate from the assumptions of the game, monster selection becomes important. Usually a low magic game works best if, as levels progress, you're throwing lower CR creatures at the party in larger numbers rather than a single CL equivalent creature. This is actually one of the appeals to me of a low-magic game (that these lower CR creatures remain useful longer). If you want to throw a single tough creature at the party occasionally that's OK too, you'll just have to select a creature that is fairly non-magical. That can either be a tough "mundane" creature (a dire animal or something similar) or an advanced version of a lower CR creature. Even creatures or NPCs with class levels are fine, but you'll have to be sure to limit their magic items in the same way the PCs items are limited for things to stay equivalent in terms of power level. BTW - Don't listen to the naysayers. I have problems with D&D3e and run games with other systems these days, but the inability to run a low magic item or even a low magic game with D&D isn't one of them. It's doable and enjoyable if you like D&D in the first place. [/QUOTE]
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Any advice on running a low-magic-item campaign?
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