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General Tabletop Discussion
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Any advice on running a low-magic-item campaign?
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<blockquote data-quote="el-remmen" data-source="post: 2927397" data-attributes="member: 11"><p>Some things I have done to make this work for my Aquerra setting:</p><p></p><p>* Instituted Base Defense Bonus that stacks with Armor (as long you are proficient in the armor)</p><p>* Created a range of masterwork items form +1 to +3 to either attack or damage or both and increased prices and multipliers for making them.</p><p>* Made masterwork armor grant bonuses to AC and some even grant limited DR</p><p>* Increased the price of creating most magical items</p><p>* Used Power Component variant rule for creating items</p><p>* Specific magical items require specific "recipes" to create. Having the Craft Wondrous Item feat does not mean you can make any wondrous item - it means you have the knowledge to decipher the instructions for making them if you can get your hands on those instructions AND/OR take the time to research how something might be made. When gaining the feat you only gain the instructions for making the item that was made as part of the training for making those types of items, and any other recipes you can purchase or negotiate with those who train you</p><p>* Most items prices or XP costs can be lowered by making them with some form for drawback - making most useful magical items in the setting have some kind of drawback.</p><p>* There are social taboos regarding the flagrant use of magic and the abuse of power that are reinforced by laws and organizations.</p><p>* Limited the number of new spells wizards and bards automatically get as they rise in level.</p><p>* Reinforce the expecations and responsibilities of clerics to their gods and churches regarding how they use their granted spells and the items they make with those spells.</p><p>* Mostly used human and humanoid opponents.</p></blockquote><p></p>
[QUOTE="el-remmen, post: 2927397, member: 11"] Some things I have done to make this work for my Aquerra setting: * Instituted Base Defense Bonus that stacks with Armor (as long you are proficient in the armor) * Created a range of masterwork items form +1 to +3 to either attack or damage or both and increased prices and multipliers for making them. * Made masterwork armor grant bonuses to AC and some even grant limited DR * Increased the price of creating most magical items * Used Power Component variant rule for creating items * Specific magical items require specific "recipes" to create. Having the Craft Wondrous Item feat does not mean you can make any wondrous item - it means you have the knowledge to decipher the instructions for making them if you can get your hands on those instructions AND/OR take the time to research how something might be made. When gaining the feat you only gain the instructions for making the item that was made as part of the training for making those types of items, and any other recipes you can purchase or negotiate with those who train you * Most items prices or XP costs can be lowered by making them with some form for drawback - making most useful magical items in the setting have some kind of drawback. * There are social taboos regarding the flagrant use of magic and the abuse of power that are reinforced by laws and organizations. * Limited the number of new spells wizards and bards automatically get as they rise in level. * Reinforce the expecations and responsibilities of clerics to their gods and churches regarding how they use their granted spells and the items they make with those spells. * Mostly used human and humanoid opponents. [/QUOTE]
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Any advice on running a low-magic-item campaign?
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