Anyone ever been in a campaign like this?

G'day

I haven't done this with D&D. But I have run no-magic fantasy campaigns using C&S and DragonQuest (except that the DQ campaign had people with the Healing skill, which is pretty darned magical). The campaigns ran fine.

Regards,


Agback
 

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Re: no magic

Darth Shoju said:

You could adopt the d20 Star Wars rule, where you had a certain number of hit points, which was fixed, and then as you advanced in level you gained "dodge points" (I can't remember the actual terms used in the SW game though :p ).

I think you are thinking of the Vitality Point/Wound Point system... both the d20 versions of SW and Spycraft use this system. Vitality Points are healed by the hour instead of by the day & your character technically isn't hurt until they begin taking Wound Point damage.

VP are gained per level (and depend on class like HP in D&D) WP are equal to the character's Constitution score.
 

Moe Ronalds said:
As far as the monk goes, still mind, abundant step, diamond soul, timeless body, tongue of the sun and moon, empty body, and perfect self are the only things that are too weird (or that would be useless in a magicless setting). If I removed those abilities, I'd probably just need to think of some way to replace them to compensate.
I'm sure there's some non-supernatural alternate martial arts user class out there somewhere. I'm not really aware of one, though.
Also, I like the suggestion of adding classes from other sources, and I *really* like the idea of adding a defense bonus...
I'm a big fan of alt.rangers, and they're really easy to find, including a number that are non-spellcasters. I like the defense bonus too -- great all around idea.
As for healing, I actually did make the Field Medic class from d20 modern into a 20 level class, and I added a new ability that auguments healing. It's slightly overpowered, but all of its abilities benefit the whole group. I'm also working on a variant expert class (at the moment just called the scientist) with d4 HD, 1/2 BaB, but an impressive ammount of skills and a few bonus feats.
Will anyone want to play it, though? If not, you've got potential trouble.
I also plan to make some higher-level alchemical substances (more pricey than normal potions and more risky, but otherwise the same).
That's a good idea too.
 

Seventh Sea/Swashbuckling adventures often plays very much in the way you are describing.

Just depends on how openly or whether you use the aristocratic sorcerors.

Game plays fine without 'em.
 

Healing & Treasure

Besides Alchemy, you will need to increase the usefulness of the Healing skill, perhaps allowing a successful skill check to cure a small number of HP/wound. Also, institute a "Healing Herbs" system for use with Profession (Herbalist), and perhaps other forms of Medicine/Surgery usable with Profession (Apothecary), or somesuch.

For treasure, you can have alchemical and herbal remidies, instead of potions, and institute "superior" weapons and armor. Most forms of "Treasure" will be merely money, otherwise, and that quickly pales...

A new system for rewarding the players will have to be developed. Allies, Friends, Followers, etc., will need to become more important (especially as one person will be able to accomplish less). Superior technology will become more important. High skill will become paramount, as there will be no other way to overcome obstacles. "Antiabilities" (which stop other creature's powers from working, such as the Bard's ability to negate sonic attacks) will be pivotal in a few situations, but unimportant outside them. Firearms?
 

Joshua Dyal said:

Will anyone want to play it, though? If not, you've got potential trouble.

Well, likely not. But my group has a history of depending on NPCs for healing, no matter what the setting is. (Which is actually kind of cool, since even our new players look at the Cleric as a boring concept, rather than it being "Oooh! Kewl pow3rz!")
 
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Yeah, medic NPCs is one way around it. The d20 Modern solution is nice, though, because a character can be a decent medic without having to be a dedicated medic -- it only takes some ranks in a skill (and Modern characters typically have lots of skill points to spend) and a feat slot.
 

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