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Anyone ever been in a campaign like this?
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<blockquote data-quote="Darth Shoju" data-source="post: 930750" data-attributes="member: 11397"><p><strong>no magic</strong></p><p></p><p>I didn't do a no magic campaign, but I ran a very low magic campaign. I let the players play mages and clerics, etc, but the cultures of the campaign setting had very few magic users. As a result, the party didn't get a lot of magical treasure. I found that this was putting them at quite a bit of a disadvantage v.s. monsters from the MM as that book assumes a certain level of magic availability when assigning the monster's CRs. On the other hand, when the players were against regular people they had quite an advantage as the societ had not developed magical defenses. </p><p></p><p>In your case, where there is no magic at all, I would expect healing damage would be a bit of a hurdle, as characters would still be taking decent damage from the fighter's attacks, but would take a long time to heal. 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 <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /> ). Basically when the dodge points were all used up in a combat (you subtracted successful hits from the dodge point just like HP) you were tired and could only take partials, and then you started taking real damage. However, the dodge points came back much faster than D&D HP does. Perhaps this, or having the heal skill be much more effective, would help get around the damage issue.</p><p></p><p>Other than that, if you are not using fantastic creatures, I wouldn't worry too much about the party being underpowered, as their opponents will be too. The d20 rules are made for a system with a fair amount of magic, so there will likely be a lot more rule implications. But I'd say you should be able to roll with whatever comes up. Good luck!</p></blockquote><p></p>
[QUOTE="Darth Shoju, post: 930750, member: 11397"] [b]no magic[/b] I didn't do a no magic campaign, but I ran a very low magic campaign. I let the players play mages and clerics, etc, but the cultures of the campaign setting had very few magic users. As a result, the party didn't get a lot of magical treasure. I found that this was putting them at quite a bit of a disadvantage v.s. monsters from the MM as that book assumes a certain level of magic availability when assigning the monster's CRs. On the other hand, when the players were against regular people they had quite an advantage as the societ had not developed magical defenses. In your case, where there is no magic at all, I would expect healing damage would be a bit of a hurdle, as characters would still be taking decent damage from the fighter's attacks, but would take a long time to heal. 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 ). Basically when the dodge points were all used up in a combat (you subtracted successful hits from the dodge point just like HP) you were tired and could only take partials, and then you started taking real damage. However, the dodge points came back much faster than D&D HP does. Perhaps this, or having the heal skill be much more effective, would help get around the damage issue. Other than that, if you are not using fantastic creatures, I wouldn't worry too much about the party being underpowered, as their opponents will be too. The d20 rules are made for a system with a fair amount of magic, so there will likely be a lot more rule implications. But I'd say you should be able to roll with whatever comes up. Good luck! [/QUOTE]
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Anyone ever been in a campaign like this?
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