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Does anyone do non-overpowered anymore?
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<blockquote data-quote="Protean" data-source="post: 1258095" data-attributes="member: 12274"><p>While it can be done in D&D, I prefer to depend on other systems for low-magic campaigns. To a certain extent, the current edition of D&D requires quite a bit of harranguing in order to use it for low magic campaigns.  Without sufficient magic-item support the class infrastructure breaks down as does the CR infrastructure. While I prefer to avoid treasure tables, and judge adversaries by the actual merits of their abilities it is a lot of work. It is neccesarry in my opinion to introduce magic items that help to balance out the major caster or manifester classes with the other base classes.</p><p></p><p>   Barsoomcore I'd like to say I really appreciate the efforts of your great experiment and was at one time excited to try something similar. I might still try it some day. Just a quick question due to my interest: How did you balance the escalation of attack bonuses with the static nature of AC, which for the most part is pretty heavily dependent on magic in the higher levels in order to keep pace.</p><p>  </p><p>To get back to my point, it just seems to me that too many DMs make attempts at low powered settings without thinking through the ramifications</p><p> of the effect changes would have on the system. If there's anything that bothers me, it's seeing mistakes I've previously made being made by other people.</p><p></p><p>   If I come off as being overly harsh, it's probably because I'm a rather passionate person, and the topic hits rather close to home for me, on both sides of the screen.</p><p></p><p>   If I could be positive, here are a few suggestions that might be useful if you are willing to spend a little money:</p><p></p><p>   1. The Wheel of Time RPG can easily be adopted to other settings, and the magic system seems to be lowered in power significantly, as well as getting away from Vancian magic.  It even helps solve the BAB glut problem with defense bonuses by level. Don't be fooled by the power level of the characters in the book series, I've used it for such in the past. I also dig the Reputation rules.</p><p></p><p>   2. d20 Modern: While requiring a bit more design work the base classes here can be used to fit a number of fantasy archetypes, espicially those that mix brawn and brains. You'll likely have to create a number of advanced classes on your own, but it can jumpstart the design process.</p><p></p><p>  3. Ask diekluge about the Artificier's Handbook. This magic item customization tome has helped me in the process of designing magic item economies that fit the worlds my group plays in,  over and over again.</p><p></p><p>Please take everything I say with a grain of salt. Goiders can be nasty.</p><p>Also keep in mind that I speak with the voice of a 19-year old. When you're 19 it seems as if the world is your kingdom.</p></blockquote><p></p>
[QUOTE="Protean, post: 1258095, member: 12274"] While it can be done in D&D, I prefer to depend on other systems for low-magic campaigns. To a certain extent, the current edition of D&D requires quite a bit of harranguing in order to use it for low magic campaigns. Without sufficient magic-item support the class infrastructure breaks down as does the CR infrastructure. While I prefer to avoid treasure tables, and judge adversaries by the actual merits of their abilities it is a lot of work. It is neccesarry in my opinion to introduce magic items that help to balance out the major caster or manifester classes with the other base classes. Barsoomcore I'd like to say I really appreciate the efforts of your great experiment and was at one time excited to try something similar. I might still try it some day. Just a quick question due to my interest: How did you balance the escalation of attack bonuses with the static nature of AC, which for the most part is pretty heavily dependent on magic in the higher levels in order to keep pace. To get back to my point, it just seems to me that too many DMs make attempts at low powered settings without thinking through the ramifications of the effect changes would have on the system. If there's anything that bothers me, it's seeing mistakes I've previously made being made by other people. If I come off as being overly harsh, it's probably because I'm a rather passionate person, and the topic hits rather close to home for me, on both sides of the screen. If I could be positive, here are a few suggestions that might be useful if you are willing to spend a little money: 1. The Wheel of Time RPG can easily be adopted to other settings, and the magic system seems to be lowered in power significantly, as well as getting away from Vancian magic. It even helps solve the BAB glut problem with defense bonuses by level. Don't be fooled by the power level of the characters in the book series, I've used it for such in the past. I also dig the Reputation rules. 2. d20 Modern: While requiring a bit more design work the base classes here can be used to fit a number of fantasy archetypes, espicially those that mix brawn and brains. You'll likely have to create a number of advanced classes on your own, but it can jumpstart the design process. 3. Ask diekluge about the Artificier's Handbook. This magic item customization tome has helped me in the process of designing magic item economies that fit the worlds my group plays in, over and over again. Please take everything I say with a grain of salt. Goiders can be nasty. Also keep in mind that I speak with the voice of a 19-year old. When you're 19 it seems as if the world is your kingdom. [/QUOTE]
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