Gaaa!!!! I need a Low Magic System!!!!

Black_Kaioshin said:
But its also about feeling of the magic system. I can't just start nerfing spells. That will simply be the same thing, just different. Its hard to describe. The standard system as lost that special feeling needed for this game...
So you don't want the spells from D&D, *and* you don't want the mechanics (spell slots) either?

The Wierd Wars game I played in last weekend had sort of a nifty system. Spellcasters knew X amount of spells. To cast, they had to make a Spellcraft check at DC 15 + (2 x spell-level). They took nonlethal damage equal to 2 x spell-level for each casting, and some sort of extra damage if they rolled a 1 on the check (I can't remember).

You maybe need to Google and see what other people have designed. Or just edit the spell lists and limit caster levels, which I think would work just fine...
 

log in or register to remove this ad


Not sure if you have AU or not, and may not have enough time to pick it up and get comfortable with it before you start, but it has a different outlook on magic. If you don't want to take good ol' 3.5 and sap the available items and item creation out of it, you might want to start there (for the magic only) and scale it back.

From what you are saying it sounds like you are afraid of the PCs relying on magic items and not spells to match the CRs for their level. You could limit the item creation feats and tear out magic items altogether, making even a +2 ring seem like an artifact that the PCs need to quest for. Also you could hack out the Evocation spells from those available, eliminating Fireball & Magic Missle to make the arcane guys rely more on trickery or manipulation instead of straightforward kill'em spells. It sounds to me like you don't have much time, and replacing the whole system that most players know rather well might be ill received in such short notice. I would adjust the system then put it out there for comment on playability before everyone shows up.
 

Snoweel said:
Doesn't seem too hard.

You've already nerfed clerics. That's good; don't be scared to completely eliminate the existence of 'necessary elements' (which are most often sacred cows as well).

It seems you've decided to disregard the standard magical treasure by level chart. That's good too. Just make sure you ditch the CR system in relation to creatures with DR and/or spell-like abilities.

Now all that's left to do is go through the entire spell list and nerf the spells you don't like, one by one until you're happy.

Then, what you do with these nerfed spells is to save them as 'unique spells' which only a certain individual or group thereof have access to.

But remember, that's the end of CRs as you once knew them.


This is essentially what I have done in my low-magic campaign and it seems to be working fine (notable exception: I did not nerf Clerics - I reduced their spell lists and capped ALL spells at 4th level. I also gave Clerics a bonus feat at 1st and every 4 levels. Arcane magic is unavailable in my world.)

I realize it's not exactly what you're looking for, but in lieu of buying more books why not try to use what you already have.
 

Black_Kaioshin said:
Its hard to describe.

You're not making it easy to offer alternatives.

Have you considered the CoC system? UA's incantations? The Midnight system? WoT? Arcana Unearthed?
 



If you stick to the incantation rules from UA as the only magic in the game, then you can get the different feel of magic, and keep the power level in check with the level of the players.

Darklone said:
I do NOT advice to take AU for LOW magic games. High magic: Sure.

Did you mean UA Dark?
 

You know, I'd also reccomend some of the stuff from UA for a low-magic game: reserve points, class-based defense bonuses, and maybe even action points. It'll at least make PCs less reliant on magic.

But then, that's another book you'd have to buy...
 


Remove ads

Top