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Down with magic items!
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<blockquote data-quote="RangerWickett" data-source="post: 789533" data-attributes="member: 63"><p>If you actively want to pursue the "no magic items" route, you might want to take at the superpowers rules in Four-Color to Fantasy. It's true that they are primarily intended for super heroes in comic-book-style adventures, but the powers are balanced for use in any sort of campaign, and we even include a chart to help you accurately convert PC magical wealth into an appropriate amount of super powers. </p><p></p><p>As characters train and level up to near-epic powers, your fighter might become inherently stronger or faster than average people, or he might develop his skin to be tougher than steel, or learn how to jump hundreds of feet at a time. This isn't magic in the sorcerous sense; it's more like mythic heroes, or characters from tons of different Japanese anime, who are able to transcend the laws of physics because they're the heroes. You can't counter these things with antimagic; they're more like those epic level skill checks in the Epic Level Handbook, only they seem more epic. </p><p></p><p>(Do you realize that the main characters in Crouching Tiger, Hidden Dragon would have to be at least 50th level to make those balance checks they were performing? Same for many Hong Kong action film characters. That's just silly; down with the ELH for requiring DC 80 skill checks to do things that are avaible at 3rd level with levitate spells)</p><p></p><p>Anyway, with the Four-Color to Fantasy rules, you can use whatever level of magic you're okay with. You might still hand out healing potions and such, but you could also let each character have one or two special powers, and the book will help you see what abilities are of the proper power level. </p><p></p><p>One interesting thing I did was compare the effective power levels of characters with their normal complement of magic items vs. those without, to see about how many levels worth of power magic items were equivalent to. It shouldn't come as much of a surprise that a 13th level fighter with magic items is about as strong as a 20th level character with no magic items. The lack of the +5 swords, +5 armor, +5 natural armor, +5 deflection, +5 to saves, and +6 to Strength sure weakened the character.</p><p></p><p>In my own campaign, which I decided to give a heavy air elemental-ish theme, so one adventure into a mad air mage's experiments laboratory was basically an excuse to have them all be infused with extract of air elemental, giving them the ability to fly. It's a bit of a light-hearted game, and very fun.</p></blockquote><p></p>
[QUOTE="RangerWickett, post: 789533, member: 63"] If you actively want to pursue the "no magic items" route, you might want to take at the superpowers rules in Four-Color to Fantasy. It's true that they are primarily intended for super heroes in comic-book-style adventures, but the powers are balanced for use in any sort of campaign, and we even include a chart to help you accurately convert PC magical wealth into an appropriate amount of super powers. As characters train and level up to near-epic powers, your fighter might become inherently stronger or faster than average people, or he might develop his skin to be tougher than steel, or learn how to jump hundreds of feet at a time. This isn't magic in the sorcerous sense; it's more like mythic heroes, or characters from tons of different Japanese anime, who are able to transcend the laws of physics because they're the heroes. You can't counter these things with antimagic; they're more like those epic level skill checks in the Epic Level Handbook, only they seem more epic. (Do you realize that the main characters in Crouching Tiger, Hidden Dragon would have to be at least 50th level to make those balance checks they were performing? Same for many Hong Kong action film characters. That's just silly; down with the ELH for requiring DC 80 skill checks to do things that are avaible at 3rd level with levitate spells) Anyway, with the Four-Color to Fantasy rules, you can use whatever level of magic you're okay with. You might still hand out healing potions and such, but you could also let each character have one or two special powers, and the book will help you see what abilities are of the proper power level. One interesting thing I did was compare the effective power levels of characters with their normal complement of magic items vs. those without, to see about how many levels worth of power magic items were equivalent to. It shouldn't come as much of a surprise that a 13th level fighter with magic items is about as strong as a 20th level character with no magic items. The lack of the +5 swords, +5 armor, +5 natural armor, +5 deflection, +5 to saves, and +6 to Strength sure weakened the character. In my own campaign, which I decided to give a heavy air elemental-ish theme, so one adventure into a mad air mage's experiments laboratory was basically an excuse to have them all be infused with extract of air elemental, giving them the ability to fly. It's a bit of a light-hearted game, and very fun. [/QUOTE]
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