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General Tabletop Discussion
*Pathfinder & Starfinder
Character Creation in Low Magic Games
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<blockquote data-quote="HoboGod" data-source="post: 5693492" data-attributes="member: 90920"><p>3.5e is notorious for having unbalanced full casters. It's no wonder that many DMs want to do "low magic games" where spells and wondrous items are restricted and E6/E8 games where full casters never reach higher than a certain spell level. I, however, am against these variants. I'm an optimizer, I love playing with things and mixing new things together. Being told that I'm heavily limited makes me sad. On the other hand, I agree that full casters can get out of line. But if the problem is full casters, then the approach should be to dampen full casters and encourage players to take something less than full casters.</p><p></p><p>My proposal for low magic games is as follows:</p><p></p><p><strong>Dampened Magic Game</strong></p><p>Your maximum caster level is capped at 1/2 your total hit dice rounded up (for example, a Human Wizard 4/Rogue 2 has a caster level of 3 despite having 4 levels of wizard.) The bonus to a spell's DC from spell level caps at 1/2 your total hit dice rounded up (for example, a Human Wizard 8 has access to 4th level spells, but 3rd and 4th level spells only provide +2 to the spell's DC.) Your caster level for meeting prerequisites such as for prestige classes and creating magic items remains unchanged despite these caps. Feats and magic items which increase caster level up to your total hit dice such as Practiced Spellcaster are affected by this cap, but feats and magic items which can increase your caster level beyond your hit dice such as Ring of Arcane Might are not affected by this cap.</p><p></p><p>This variant shall hopefully encourage players to be multiclass spellcasters. It does not affect players who only take a few level dips into a spellcasting class. However, it does not dismiss a player wishing to be a pure wizard. Magic still grows stronger as one levels up and still allows access to every spell and item in the game. Only the higher possible levels of spellcasting are reduced in effectiveness.</p><p></p><p>Feedback? How well will this work? What unforeseen consequences arise from this variant? How practical/simple is this variant?</p></blockquote><p></p>
[QUOTE="HoboGod, post: 5693492, member: 90920"] 3.5e is notorious for having unbalanced full casters. It's no wonder that many DMs want to do "low magic games" where spells and wondrous items are restricted and E6/E8 games where full casters never reach higher than a certain spell level. I, however, am against these variants. I'm an optimizer, I love playing with things and mixing new things together. Being told that I'm heavily limited makes me sad. On the other hand, I agree that full casters can get out of line. But if the problem is full casters, then the approach should be to dampen full casters and encourage players to take something less than full casters. My proposal for low magic games is as follows: [B]Dampened Magic Game[/B] Your maximum caster level is capped at 1/2 your total hit dice rounded up (for example, a Human Wizard 4/Rogue 2 has a caster level of 3 despite having 4 levels of wizard.) The bonus to a spell's DC from spell level caps at 1/2 your total hit dice rounded up (for example, a Human Wizard 8 has access to 4th level spells, but 3rd and 4th level spells only provide +2 to the spell's DC.) Your caster level for meeting prerequisites such as for prestige classes and creating magic items remains unchanged despite these caps. Feats and magic items which increase caster level up to your total hit dice such as Practiced Spellcaster are affected by this cap, but feats and magic items which can increase your caster level beyond your hit dice such as Ring of Arcane Might are not affected by this cap. This variant shall hopefully encourage players to be multiclass spellcasters. It does not affect players who only take a few level dips into a spellcasting class. However, it does not dismiss a player wishing to be a pure wizard. Magic still grows stronger as one levels up and still allows access to every spell and item in the game. Only the higher possible levels of spellcasting are reduced in effectiveness. Feedback? How well will this work? What unforeseen consequences arise from this variant? How practical/simple is this variant? [/QUOTE]
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