Hrmm
Black_Kaioshin said:
THis new campaign world I'm making is a bit strange. The spirits that created the world dwell within it and all around it. Its a highly mystical place. But I don't want it to be soaked with magic. In this game, I want magic to be convient, not required. Its been my view that by the time you reach high level, you need a hoard of items to survive. I don't want that.
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Please help!!
Well, I'm tinkering with this concept myself and have about three implementations come up with. In order of increasing variance from D&D d20, they are.
1) Weird magic. Remove bard, ranger, paladin, wizard, cleric, and druid. Replace the ranger with the Woodsman variant fighter class from Dragon (it may also be in UA). The IK variant is also an option, or Ken Hood's bushfighter. Anything that fills that rustic variant and doesn't cast spells.
Replace the paladin with the knight variant fighter class from Dragon...or the Birthright Noble class. Or buff the aristocrat NPC class to the point you feel it works as a PC class (which may be none). Again, it preserves the noble fighter concept...but without spells.
Replace the cleric with the evangelist class from Dragon...or the spontaneous divine spellcaster from UA.
The net results are that spells become less things people learn and more things people are given by spirits of various sorts. The details of how those spells are given are best left to roleplay, but I like the concept of doing quests for elemental spirits and the like.
You may want to allow the sorceror especially a bonus feat at first level: for this setting I recommend either the bloodline feats from Dragon or Spell Thematics.
You'll also need to remove spells you don't like if you're opposed to combat spells.
This has the advantage of being pretty compatible with all other D20 material: you'll need to do a minimum of kitbashing with CR's and the like as well.
2) D20 Modern, the medieval way. A number of people have tinkered with this: change the skills and occupations while using your choice of the Shadow Chasers or Unearthed Arcana FX packs and prestige classes will do most of what you might want...though again, you're using Vancian magic there. If you don't want to use Vancian magic, check out the magickal prestige classes from Dark Matter: Diabolist and Hermetic Alchemist. Those'll give your supernatural a completely different feel from anything in D&D. The disadvantage is you might have to invent lots of prestige classes to handle different types of spellcasters.
3)Rip the Force system out of Star Wars, because that's all feat and skill based. You may be able to do this with the Wheel of Time as well.
4) (Bonus) You could just say there was no magic and make it all psionics: that should be functionally the same as standard D&D d20.
Let me know what works for you