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D20/OGL games geared to low magic, what's out there?

HarryFlashman

First Post
I am trying to develop a Low-magic system for a Low fantasy type game. I figured I should first see what already exists and I can steal as I am sure my plans are not balanced at all.

First of all, I would like to retain all of the classes, or atleast have similar representatives; arcane caster, divine caster, etc.
It does not matter if the system reduces spells known, spell lists, slows spell progression, or otherwise makes spellcasting more arduous than a a flick of the wrist and a smattering of bat guano.
I would like to incorporate the rules with Ken Hood's Grim-n-Gritty HP/AC rules set.

So what systems would fit my needs?
Slaine? Conan? some other game that I am unaware of? or should I stick to developing my own rules?
If you could, please give me a brief description of the magic rules in the system you prefer for Low-magic.
 

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Legends of Excalibur (which I wrote- to let you know of my bias) has a low magic system, involving spell points, along with alternate arcane and divine spell casting classes, rules, and feats.

It's being printed in the future, but is available now as a PDF at rpgnow.

Chuck
 

Wheel of Time may be what you're looking for, but hard to say. The magic system is a bit ... prevalent, but the classes aren't dependant on magical assistance to perform. It's also quite easy to run without magic at all.
 

reiella said:
Wheel of Time may be what you're looking for, but hard to say. The magic system is a bit ... prevalent, but the classes aren't dependant on magical assistance to perform. It's also quite easy to run without magic at all.


Yep.


I have not looked at Conan but I assume it will be low magic. MIDNIGHT has a pretty good low magic feel.....by Low Magic I mean the occurance of magic is less frequent, magic items are less frequent, and magic dependant classes are less frequent but the power of the mage is still viable as a PC class.
 


Both Darklore and Excalibur look like they might be rightup my alley, Since I have never read any Robert Jordan or who ever wrote "Wheel of Time" I think I shall stay away from it, not to mention its higher cost, although I am glad to know that atleast one WOTC had back is low-magic.

Can you guys tell me more about the Excalibur and Darklore combat rules? Could I substitute the Grim-n-Gritty rules or are both systems fairly dependent on either their internal combat (HP/AC) rules or on normal d20 D&D rules?

I am also open to other suggestions.
 



HarryFlashman said:
Can you guys tell me more about the Excalibur and Darklore combat rules? Could I substitute the Grim-n-Gritty rules or are both systems fairly dependent on either their internal combat (HP/AC) rules or on normal d20 D&D rules?

Mechanically DarkLore shares a lot with D20 Modern.

There are six basic classes based off of the six primary attributes.

Said classes are geared more towards a "medieval" campaign than a modern hi-tech one. Instead of Fast, Tough, Smart & Charismatic heroes you get Warriors, Thieves, Scholars, Devoted, Chosen & Outlanders w/requisite talent trees that allow you to model the "core" classes (Fighter, Ranger, Paladin, Bard, Wizard, Sorcerer, Rogue, Barbarian & Monk). There are also 3 lvl prestige...err "career" classes that help a player more narrowly define his character (Berserker, Burglar, Assassin, Archer, Scout, Defender, Wizard's apprentice, novice Sorcerer, Initiate of the True Hand etc).

From a campaign standpoint the world of DarkLore (Krynas) is one that suffers eternal twilight & chaotic storms as a result of a war involving the gods some 500 years in the past.

The introduction opens with...

The world of Krynas is a dark place. It is a world of blasted heath, murky bogs & desolate moors. Rain and storms govern the people more than any laws imposed by petty rulers. This is a world engulfed by darkness and weracked by powerful winds & strange multi-coloured lightning. It is a strange, hostile world where the forces of nature have been spun out of control, disrupted by magical forces. Dark magics are encroaching and there is a feeling of impending doom.

I haven't paid that much attention on the setting as I was primarily interested in the product for it's variant rules so I can't give too much info on it.

There are some things about the product that didn't overhwhelm me...a plethora of sub-races, the writing could use some work etc...but all in all it's an excellent source of ideas.

You really might want to take a look at Midnight as well, while the details may be a bit different than your campaign, the general atmosphere is VERY similar.

Reading your description immediately brought two films to mind....

American Werewolf in London & Tim Burton's adaptation of Sleepy Hollow

...both films feature small rural villages with inhabitants that would drop right into your setting! :)
 
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Actually Tim Burton's Sleepy Hollow setting is also another area I had in mind. Washington Irving played uponthe Puritan settler's fears of the forested area around their towns from wich evil was said to come. The Jersey Devil, the Salem witches, and other stories reflect this overwhelming fear of the wooded area around their homes.
I have always been fascinated with this idea ( I would assume came through to the Purtians via certain Gnostic groups that viewed the physical realm as "evil") and I look forward into putting it into a game.

Midnight has been on my booklist since it came out but alas, I am without funds, darn these slow economic recoveries, but I hope to get it as soon as possible. Ashrem's review on this site makes the book even more appealing to my DM proclivities.

Well, i now have three games to look at......and d oes nayone know if these games would be more or less compatible with Ken Hood's Grim-n-Gritty HP/AC rules?
 

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