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Any advice on running a low-magic-item campaign?
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<blockquote data-quote="Akrasia" data-source="post: 2927235" data-attributes="member: 23012"><p>I ran two ‘low magic’ 3e campaigns, and both worked out quite well. However, both ended well before 10th level (I cut experience awards in half). Also, one had no ‘pure’ arcane spellcasters (only a bard and a cleric), while the other only had a sorcerer (and a multiclass rogue-cleric NPC for support).</p><p></p><p>Common sense and an ability to modify encounters on the fly should suffice.</p><p></p><p>However, on reflection, to keep ‘balance’ between spellcasters and nonspellcasters, I would suggest one of the following:</p><p></p><p><strong>1.</strong> Require ‘pure’ spellcasters (wizards, sorcerers, clerics, druids) to multiclass every other level with a nonspellcasting class. Personally, I would <em>require</em> that other class to be the ‘expert’ generic class from <em>Unearthed Arcana</em> (that way the players could fine-tune the class through their choice of skills and feats).</p><p></p><p><strong>2.</strong> Rule that all spells have, as a minimum casting time, a full round (spells that already have full round casting times or longer stay the same), eliminate all spells over level 6 (perhaps treat some of them as ‘incantations’ as per UA), and add 5 levels to the level requirements for all item creation feats (except scrolls and potions).</p><p></p><p>Those suggestions aside, running campaigns in the 1-10 level range is best (and indeed, may be sufficient).</p><p></p><p></p><p></p><p>Those are all sound suggestions.</p><p></p><p></p><p></p><p>That’s an interesting idea. How has it worked out in practice?</p></blockquote><p></p>
[QUOTE="Akrasia, post: 2927235, member: 23012"] I ran two ‘low magic’ 3e campaigns, and both worked out quite well. However, both ended well before 10th level (I cut experience awards in half). Also, one had no ‘pure’ arcane spellcasters (only a bard and a cleric), while the other only had a sorcerer (and a multiclass rogue-cleric NPC for support). Common sense and an ability to modify encounters on the fly should suffice. However, on reflection, to keep ‘balance’ between spellcasters and nonspellcasters, I would suggest one of the following: [b]1.[/b] Require ‘pure’ spellcasters (wizards, sorcerers, clerics, druids) to multiclass every other level with a nonspellcasting class. Personally, I would [i]require[/i] that other class to be the ‘expert’ generic class from [i]Unearthed Arcana[/i] (that way the players could fine-tune the class through their choice of skills and feats). [b]2.[/b] Rule that all spells have, as a minimum casting time, a full round (spells that already have full round casting times or longer stay the same), eliminate all spells over level 6 (perhaps treat some of them as ‘incantations’ as per UA), and add 5 levels to the level requirements for all item creation feats (except scrolls and potions). Those suggestions aside, running campaigns in the 1-10 level range is best (and indeed, may be sufficient). Those are all sound suggestions. That’s an interesting idea. How has it worked out in practice? [/QUOTE]
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Any advice on running a low-magic-item campaign?
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