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*TTRPGs General
Define "low-magic"
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<blockquote data-quote="Estlor" data-source="post: 1984770" data-attributes="member: 7261"><p>If you want to make a flavorful low-magic campaign, there are a few things (I think) you need to do.</p><p></p><p>1) Nerf the spellcasters. Here's the thing - if you leave wizards, clerics, druids, and sorcerers as written, you can't have a low magic setting. Even if you take out a bunch of spells, the fact that these classes still exist means there is a representative sample of the population <strong>in</strong> those classes, using their abilities. I would suggesting making two classes to replace them, the Arcanist (arcane half-caster) and the Mystic (divine half-caster). The arcanist is basically a bard with a focus more on knowledge and less on music. You might want to look into the spellcasting advanced classes from D20 Modern for a framework. Use the bard's spell list as a foundation - give the mostly illusions, divinations, and charms. Use the ranger's spell progression (because it's delayed). Do something similar for the Mystic, but use a watered down version of the cleric's list with mostly conjuration (healing) and abjuration spells. Depending on whether you want undead to be more powerful and threatening in your campaign, consider carefully giving the Mystic turn undead.</p><p> </p><p>2) Nerf the magic items. Throw out most of the major items and make it so a +1 sword is a great find, a +2 sword is a major treasure, and a sword with a special quality is the thing of legends.</p><p> </p><p>3) Adjust CR big time. Because the party has little access to magical healing and evocation spells, certain things change. Monsters with damage reduction magic will be major challenges. If the divine spellcasting class cannot turn undead, undead become a serious threat, often having favorable damage reduction coupled with this. Most common villains will be humanoids or animals, with magical beasts as strong opponents and outsiders and dragons as nearly impossible creatures.</p><p> </p><p>A side effect of doing this is you retard the power creep in a game. Proper allocation of skill points becomes huge, and combat feats can often make or break a party. Expect to see a heavier focus on the Healing and Profession (Herbalist) skill as well as inventive uses of Alchemy to replace common spells.</p></blockquote><p></p>
[QUOTE="Estlor, post: 1984770, member: 7261"] If you want to make a flavorful low-magic campaign, there are a few things (I think) you need to do. 1) Nerf the spellcasters. Here's the thing - if you leave wizards, clerics, druids, and sorcerers as written, you can't have a low magic setting. Even if you take out a bunch of spells, the fact that these classes still exist means there is a representative sample of the population [b]in[/b] those classes, using their abilities. I would suggesting making two classes to replace them, the Arcanist (arcane half-caster) and the Mystic (divine half-caster). The arcanist is basically a bard with a focus more on knowledge and less on music. You might want to look into the spellcasting advanced classes from D20 Modern for a framework. Use the bard's spell list as a foundation - give the mostly illusions, divinations, and charms. Use the ranger's spell progression (because it's delayed). Do something similar for the Mystic, but use a watered down version of the cleric's list with mostly conjuration (healing) and abjuration spells. Depending on whether you want undead to be more powerful and threatening in your campaign, consider carefully giving the Mystic turn undead. 2) Nerf the magic items. Throw out most of the major items and make it so a +1 sword is a great find, a +2 sword is a major treasure, and a sword with a special quality is the thing of legends. 3) Adjust CR big time. Because the party has little access to magical healing and evocation spells, certain things change. Monsters with damage reduction magic will be major challenges. If the divine spellcasting class cannot turn undead, undead become a serious threat, often having favorable damage reduction coupled with this. Most common villains will be humanoids or animals, with magical beasts as strong opponents and outsiders and dragons as nearly impossible creatures. A side effect of doing this is you retard the power creep in a game. Proper allocation of skill points becomes huge, and combat feats can often make or break a party. Expect to see a heavier focus on the Healing and Profession (Herbalist) skill as well as inventive uses of Alchemy to replace common spells. [/QUOTE]
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