Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
NOW LIVE! Today's the day you meet your new best friend. You don’t have to leave Wolfy behind... In 'Pets & Sidekicks' your companions level up with you!
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Contemplating a completely non-magic campaign
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Demise" data-source="post: 904246" data-attributes="member: 2624"><p>I am contemplating a completely non-magic campaign, and would like some feedback and suggestions.</p><p></p><p>One of the most obvious issues I can see with a non-magical campaign is the deadliness of combat without magical healing being available. Here are some of my thoughts on the matter:</p><p></p><p><strong>Life Points</strong>: each character starts with a number of Life Points equal to the number of Hit Points plus Con bonus received at first level. Extra LPs will be added every level, depending on the hit die size of the class the level taken is. These LPs represent actual, physical damage. They take a long time to heal, and extensive loss of LPs may result in Bad Things. Unconsciousness and possibly scarring/crippling effects are possible.</p><p></p><p>The per level LPs will be granted as such:</p><p>d6 & d8 hit die: 1 LP/lvl</p><p>d10 & d12: 2 LP/lvl</p><p></p><p>Healing life points will be a gradual process that takes time. The better the quality of care, the fewer days or weeks it will take to heal these points. I am considering making the healing process a matter of percentage instead of absolute numbers so that it won't take a Barbarian twice as long to heal a equivalent number of LPs as a Rogue. Constitution will probably play a role in how fast this real damage will take to heal as well, but I haven't worked out any specifics yet.</p><p></p><p>Hit points will be considered purely as fatigue and bruises/scratches. These will heal extremely quickly, usually with a good nights rest. I am thinking of making the "healing" process of hit points a percentage one too so that, again, Barbarians won't have to sit around or sleep twice as long as Rogues to "heal" up.</p><p></p><p><strong>Combat "Healing"</strong>: There will be no way of healing LP damage in combat. However, as stated above, hit point damage will be mostly fatigue and wear. With this in mind, potions that are powerful stimulants can be used to "heal" hit point damage. These will also probably be percentage based for reasons noted above. Maybe something along the lines of this:</p><p></p><p>Light Healing potion: 10% HP healing</p><p>Moderate: 25% HP healing</p><p>Serious: 50% HP healing</p><p>Critical: 75% HP healing</p><p></p><p>To add some realism, weaker potions will not work for an hour after a stronger level of potion is used. This is to simulate the effect of trying to us a weaker dose of a drug while a very strong dose is already running rampant in your system. I'd also like some suggestions for possible side effects of using these stimulant potions too often. Nothing too severe, as that would detract from the enjoyment of the game, but maybe some mild, but annoying, side effects.</p><p></p><p><strong>Classes</strong>: Bard, Cleric, Druid, Paladin, maybe Ranger, Sorcerer, and Wizard will not be playable classes for obvious reasons. I might allow Ranger, as no one in any 3E game I've ever played in has taken more than a level or two of Ranger. This may very well change with 3.5E, so I'll examine that issue then.</p><p></p><p>No magical ability of any other class will be usable, so things like the Use Magic Device Skill for Rogues or Abundant Step for Monks will be unusable. Other abilities that may be slightly magical in nature, but not overtly, like the Monk's Wholeness of Body ability will probably be allowed on a case-by-case basis.</p><p></p><p>Non-magical PrCs will be allowed, but any supernatural abilities will be examined before being allowed.</p><p></p><p><strong>Skills</strong>: Because so many classes will be disallowed, I am going to make a pool of skills that will be considered class skills for any class. If anyone has any suggestions for additions to this list, please let me know.</p><p></p><p>Everyman skills:</p><p>Alchemy (so PCs will be able to make stim potions)</p><p>Climb</p><p>Craft</p><p>Heal</p><p>Intimidate</p><p>Jump</p><p>Listen</p><p>Perform</p><p>Ride</p><p>Search</p><p>Speak Language</p><p>Spot</p><p>Swim</p><p></p><p><strong>Feats</strong>: No metamagic or item creation feats will be allowed. No feats that are magical in nature will be allowed.</p><p></p><p><strong>Equipment</strong>: The most important modification that equipment will need is in the area of armor. Since no magical enhancement of armor will be allowed, I'll need to base enhanced armor on the use of special (and expensive) materials. The more cash the PCs have, the lighter and stronger the armor they can afford to buy will become. Also, I may increase the AC bonuses of armor across to board to make up for the lack of natural armor and deflection items. Or maybe I can come up with a way that different non-magical items or feats can add these bonuses. Any suggestions will be welcome.</p><p></p><p>Well, that wraps it up for what I've got so far. Hopefully we can get some good discussion going here. I'll probably post this on a few board to see what I can get generated. Thanks for taking to the time to read this!</p></blockquote><p></p>
[QUOTE="Demise, post: 904246, member: 2624"] I am contemplating a completely non-magic campaign, and would like some feedback and suggestions. One of the most obvious issues I can see with a non-magical campaign is the deadliness of combat without magical healing being available. Here are some of my thoughts on the matter: [b]Life Points[/b]: each character starts with a number of Life Points equal to the number of Hit Points plus Con bonus received at first level. Extra LPs will be added every level, depending on the hit die size of the class the level taken is. These LPs represent actual, physical damage. They take a long time to heal, and extensive loss of LPs may result in Bad Things. Unconsciousness and possibly scarring/crippling effects are possible. The per level LPs will be granted as such: d6 & d8 hit die: 1 LP/lvl d10 & d12: 2 LP/lvl Healing life points will be a gradual process that takes time. The better the quality of care, the fewer days or weeks it will take to heal these points. I am considering making the healing process a matter of percentage instead of absolute numbers so that it won't take a Barbarian twice as long to heal a equivalent number of LPs as a Rogue. Constitution will probably play a role in how fast this real damage will take to heal as well, but I haven't worked out any specifics yet. Hit points will be considered purely as fatigue and bruises/scratches. These will heal extremely quickly, usually with a good nights rest. I am thinking of making the "healing" process of hit points a percentage one too so that, again, Barbarians won't have to sit around or sleep twice as long as Rogues to "heal" up. [b]Combat "Healing"[/b]: There will be no way of healing LP damage in combat. However, as stated above, hit point damage will be mostly fatigue and wear. With this in mind, potions that are powerful stimulants can be used to "heal" hit point damage. These will also probably be percentage based for reasons noted above. Maybe something along the lines of this: Light Healing potion: 10% HP healing Moderate: 25% HP healing Serious: 50% HP healing Critical: 75% HP healing To add some realism, weaker potions will not work for an hour after a stronger level of potion is used. This is to simulate the effect of trying to us a weaker dose of a drug while a very strong dose is already running rampant in your system. I'd also like some suggestions for possible side effects of using these stimulant potions too often. Nothing too severe, as that would detract from the enjoyment of the game, but maybe some mild, but annoying, side effects. [b]Classes[/b]: Bard, Cleric, Druid, Paladin, maybe Ranger, Sorcerer, and Wizard will not be playable classes for obvious reasons. I might allow Ranger, as no one in any 3E game I've ever played in has taken more than a level or two of Ranger. This may very well change with 3.5E, so I'll examine that issue then. No magical ability of any other class will be usable, so things like the Use Magic Device Skill for Rogues or Abundant Step for Monks will be unusable. Other abilities that may be slightly magical in nature, but not overtly, like the Monk's Wholeness of Body ability will probably be allowed on a case-by-case basis. Non-magical PrCs will be allowed, but any supernatural abilities will be examined before being allowed. [b]Skills[/b]: Because so many classes will be disallowed, I am going to make a pool of skills that will be considered class skills for any class. If anyone has any suggestions for additions to this list, please let me know. Everyman skills: Alchemy (so PCs will be able to make stim potions) Climb Craft Heal Intimidate Jump Listen Perform Ride Search Speak Language Spot Swim [b]Feats[/b]: No metamagic or item creation feats will be allowed. No feats that are magical in nature will be allowed. [b]Equipment[/b]: The most important modification that equipment will need is in the area of armor. Since no magical enhancement of armor will be allowed, I'll need to base enhanced armor on the use of special (and expensive) materials. The more cash the PCs have, the lighter and stronger the armor they can afford to buy will become. Also, I may increase the AC bonuses of armor across to board to make up for the lack of natural armor and deflection items. Or maybe I can come up with a way that different non-magical items or feats can add these bonuses. Any suggestions will be welcome. Well, that wraps it up for what I've got so far. Hopefully we can get some good discussion going here. I'll probably post this on a few board to see what I can get generated. Thanks for taking to the time to read this! [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Contemplating a completely non-magic campaign
Top