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<blockquote data-quote="Haltherrion" data-source="post: 5118888" data-attributes="member: 18253"><p>Have you ever run a campaign where magic was somehow weakened? How did you implement that in game terms?</p><p> </p><p>My co-ref and I have a setting where a cataclysm centuries ago "sundered" magic. It had the effect of dispelling most magic extent at the time which is simple enough to handle. Our initial thoughts were that it also weakened the ties of magic such that spells/powers were not affected but permanent magic items had a chance of failing.</p><p> </p><p>We play-tested a system that allowed for failing magic items (permanently or temporarily). The determination of the failure seemed to work smoothly enough but having items come and go (or die) proved to be rather messy in terms of pulling the mods out of your abilities. Plus while the players were troopers, it clearly was a major irritant.</p><p> </p><p>So our current thoughts are to just have magic failure (in a simplified form) apply only to items crafted from before the Cataclysm which generally means +3 and higher stuff (we are starting level 1 so this is reasonably far down the road). Failing items can be repaired to a point.</p><p> </p><p>Anyone try other ways? I'm looking for ways to bring home the fragile nature of magic without affecting class balance, taking a lot of game time or being a significant irritant to the players. We don't intend to have a lot of the higher level magic in the span of this campaign (which will probably run to level 6-7).</p><p></p><p>As a side effect, having the really powerful stuff be fragile means the players will use it sparringly which actually allows us to introduce it a little earlier into the campaign.</p></blockquote><p></p>
[QUOTE="Haltherrion, post: 5118888, member: 18253"] Have you ever run a campaign where magic was somehow weakened? How did you implement that in game terms? My co-ref and I have a setting where a cataclysm centuries ago "sundered" magic. It had the effect of dispelling most magic extent at the time which is simple enough to handle. Our initial thoughts were that it also weakened the ties of magic such that spells/powers were not affected but permanent magic items had a chance of failing. We play-tested a system that allowed for failing magic items (permanently or temporarily). The determination of the failure seemed to work smoothly enough but having items come and go (or die) proved to be rather messy in terms of pulling the mods out of your abilities. Plus while the players were troopers, it clearly was a major irritant. So our current thoughts are to just have magic failure (in a simplified form) apply only to items crafted from before the Cataclysm which generally means +3 and higher stuff (we are starting level 1 so this is reasonably far down the road). Failing items can be repaired to a point. Anyone try other ways? I'm looking for ways to bring home the fragile nature of magic without affecting class balance, taking a lot of game time or being a significant irritant to the players. We don't intend to have a lot of the higher level magic in the span of this campaign (which will probably run to level 6-7). As a side effect, having the really powerful stuff be fragile means the players will use it sparringly which actually allows us to introduce it a little earlier into the campaign. [/QUOTE]
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