[FR] Changing the way Magic works...

Cergorach

The Laughing One
johan, bram, pieter, and sebas keep out!

Hi there,

Hopefully everyone is having a great third christmas day ;-)

SOME BACKGROUND

Our party has been gaming in the Forgotten Realms since... forever. We like the fact that there's a whole world to explore, both for the players and the DM. We've been using the standard D&D rules concerning magic since the begining of 3E, last year we decided that we wanted to play in a lower magic campaign, so we made up some rules:

Lower magic:
- All the PCs have to multi class, pick two classes that are not from the same group (figther/thief is possible, fighter/ranger is not). Both classes have to advance equally, pick primary and secondary class.
- No prestige classes.
- Less magical items in hoards.

We also wanted everyone on equal footing for once.

Equal power:
- fixed amount of attribute points, three abilities have to be uneven numbered.
- fixed hitpoints each level (average).
- everyone plays the same race (half-elf).
- everyone comes from the same background (slaves).

The initial plan was that i would DM in a 'new' homebrew world (with the BotR pantheon), but due to time restraints and a sudden collapse of creativity that fell through. One of our fellow gamers then picked up the torch to DM, the new campaign would start in Thay (Red Wizard country), we've been playing there for about six months now (just became a bard2/ranger2). In another six months or so it'll be my turn to DM, it's still a long way off, but i expect to be very bussy in the second half of the comming year, so i want to do as much 'work' before then as possible. I also intend to write up a Neverwinter Nights module that explains some of the overall story arcs.


THE PROBLEM AT HAND

So we decided that we wanted less magical items than is standard in D&D, the simpelest approach was to say that magic items are more expensive to make and to buy, depending on the feat used magic item creation would cost anywhere from x2 to x5 as much as it normally would. This isn't a 'hard' rule we've embraced, we're currently 'feeling' our way around.

The 'problem' is that we've yet to explain how this change of magic rarity came about or comes about. A couple of ideas:

1.) Magic always was this rare, this i just a basic fact of the FR. (I don't really like this option because everyone in our party knows how prevailant magic is in FR, it's an option but i would only want to use it as a last resort.)

2.) The Goddess of Magic is killed (again), the way magic works is changes forever. Killing Mystra has happened before, but it would mean that there would be a new goddess, all the existing info on Mystra would go into the garbage can. Unless of course someone comes along and raises Mystra. (A viable option, but if someone has a better idea for killing a less important god and getting the same result, i'm all ears. I like the idea of using Requim of a God by Monte.)

3.) Something or someone damages the Weave in a big and nasty way, it is repaired, but magic is never the same. (Haven't spend much time thinking this one over, but an 'alien' invasion could do the trick. Using When the Sky Falls and Chaositech, or even DragonStar would be interesting.)

4.) An extraplanar invasion force that raid spheres for Epic magic visits Faerun, and in the process kills every Epic character/creature taking away their soul, takes away every Epic item, and destroys countless lesser items in the process. Magic becomes rare, not because it's more expensive to make, but because it suddenly has become very rare, market of supply (little) and demand (BIG). (One of the good points of this option is that Elminster and the like is gone, there will be a large political hole to fill in just about every part of faerun.)

Anyone got some specific ideas or even more alternatives?
 

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You could just reduce the amount of money you give the PCs, so they have a harder time affording things magical.

If you do this sort of stuff, though, be aware that so much stuff will go out of whack. Monsters will be more dangerous for their CR, since they don't rely on magic items, but PCs will have lower AC and saves, and will have lower attack bonuses.

You could consider getting Four-Color to Fantasy at www.rpgnow.com, which has optional rules for giving players special powers instead of magic items. You just give them less money, and use the powers to keep them at the proper power level. You just give them 'natural' bonuses to AC, saves, and attacks, which come from their heroism rather than magic.

In my campaign, I have slightly less magic items too. To balance it, everyone gets a +1 bonus to AC for every 2 levels. Magic items cost more than usual (about 50% more), but magical tattoos that infuse the energy directly into the bearer are the normal cost, meaning that I can really cut down on the amount of loot PCs find.
 

Thanks for the suggestions, with the restrictions of no PrCs and forced multiclassing we found out that we wouldn't be very powerfull, we don't mind. We did decide that we would get a 'special' power at 5th, 10th, 15th, 20th, etc. It won't balance out, but it's fun. Less magical items does mean less powerfull characters, the DM will have to change the encounters accordingly, it also means that we will gain levels at a lower pace, again, we're perfectly happy with that.

I still have to figure out what this will exactly mean mechanic wise, chances are that it will mean -1 to overall party level at 6th-10th, -2 at 11th-15th, and -3 at 16th-20th.
 

In order to have the entire world become less magic heavy, and have it seem "real" , I suggest using a world changing event (adventure for the PCs?)

Shar has the shadow weave and seeks to replace Mystra as THE god of magic. She gathers her minions (a large cabal of shadow mages, maybe some other major baddies?) to release/create a weave destructive/disruptive item/creature.

All said and done, the plan does not work as intended. The item/creature begins destroying the shadow weave as well as the weave. The PCs or cabal? destroys the misfired experiment and the shockwave creates a massive weave ripple that destabilizes magic so it becomes "unglued".

The result - X percent of all magic items lose their magic (artifacts as well?) This will drive prices up significantly and reduce the overall availability.

The long term effects are up to you. Maybe magic item creation is very difficult because it has lost its "stickiness". This could lead to adventures to discover a solution to this problem, and following any rumors of a solution.

Anyway - that's what I just might do..... :)

Taren Nighteyes
 

In a slightly MORE destructive way, Shar's Shadow Weave and Mystra's weave cancel out not just magic, but most of the panethons of the gods. All arcane magic is all dead now. Clerics still have some access to magic but very small amounts. The Seven Sisters exploded when the Shadow Weave killed Mystra permanently. Psionics is now the only magic available. Druids and rangers however still retain their magic as the Earthmother was able to survive since Silvanus and Eldath both sacrificed themselves to save her. ALL the elven races died along with their gods as the resulting backlash killed them. The dwarves survived but are barely hanging on. Halflings managed to hide out and are now the majority race since their gods survived and are now handling a lot of traffic. The Western Heartlands are nothing more than a charred wastelands, save Baldur's Gate and Waterdeep.

List of surviving FR panethon gods (and those whose powers have grown):
Azuth (he absorbed Savras and Velshroon)
Bane
Beshaba
Chauntea (now completely N)
Cyric (in the aftermath had a revelation and is now completely NE and has supplanted most of the Sharran faith and/converted them to him)
Gond
Gargauth (now has more followers especially those still not sure about following Bane again)
Kelvemor
Lathander
Oghma
Orcus (has stepped in and taken over some new portofolios, torture, suffering, malice, genocide (he was responsible for a lot of drow deaths) )
Talona (now the head of her own small panethon/collection)
Tempus
Torm
Tyr
Tymora
Umbelee
Waukeen

The other racial panethons (save the halflings) are either gone or decimated a lot. The dwarves kept The Soulforger and Lord of Battles but lost the Brightmantle and Thard Harr. The duegar lost their goddess and so did the derro. They survived by following other gods. The gnomish panethon is completely gone save Garl Glittergold. The Orc panethon lost everyone save Grummush and Luthric. The other monstrous gods all passed on save the Demon Princes and the arch Devils (Apparently living in Outer Planes and not directly tied to worship helps some times.)
 

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