Game Balance: possible without magic items?


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Very quick fixes?
1) Add half your BAB to AC.
2) Spell saving throw DCs start at 5. (Fireball by 5th level wizard with 18 INT? DC 12.)
3) All spell durations are cut back one category (1 hour/level becomes 10 min./level etc. 1 round/level becomes 1 round/ 2 levels.)
3) Give out one tenth of the treasure as normal. You might want to cut spellbook scribing costs down because of this... or not :evilgrin:

Completely unplaytested of course.
 

low magic campaign balance ideas

I've decided that my next campaign will be a low magic campaign, loosely based on Middle Earth or Hyboria (Conan).

Most warrior types will have normal or masterwork weapons. Mithril and Adamintinum will exist and will be highly sought after. Artifacts will also exist. That is it (none of the DMG items).

PHB classes will mostly be as is, with some minor modifications for the spell casting classes.

Wizards don't exist. No item creation feats (i.e. no scrolls, no potions, etc.).

Sorcerors exist, but access to Evocation spells is restricted (I havn't decided yet exactly how I want to restrict Evocation spells).

Clerics and Druids exist, but their divine focus isn't just a 1 gp holy symbol. Instead, its an artifact of their religious faith (and if they lose the divine focus, they can't cast any spells that depend on it until they get it back or (highly unlikely) find a substitute).

NPC Spellcasters will be very rare.

No PRCs.

Tom
 

Re: low magic campaign balance ideas

Endur said:
PHB classes will mostly be as is, with some minor modifications for the spell casting classes.
I'd suggest adding a defensebonus per level. If you do not, you'll notive very quickly that with the Strength and BAB ever increasing, but AC staying the same, it becomes a game of "Do I fumble or crit? No? So I hit then."

IMO, YMMV

Rav
 

Re: Re: low magic campaign balance ideas

A defense bonus would make sense, but I don't think its necessary.

The Power Attack feat will use up the extra BAB. And PA also allows the higher level fighter types to hit much harder than the lower level fighter types.

Ravellion said:
I'd suggest adding a defensebonus per level. If you do not, you'll notive very quickly that with the Strength and BAB ever increasing, but AC staying the same, it becomes a game of "Do I fumble or crit? No? So I hit then."

IMO, YMMV

Rav
 

what I like to do is have the expertise feat be unlimited in terms of how many Atk Points could be changed over to AC bonus. This way you not only bet better fighters, but the fighters will want to be SMART as well, to get the 13 Int required for Expertise.
 

another good way to keep spellcasters a little elss powerful is to make them take a level of non-spellcaster for every level of spellcaster. i.e. wiz4/exp5 lots of skills, fun character, but fewer spells...
 

Wolv0rine - the game has assumed a certain level of magical items ever since it actually started helping the GM provide appropriate encounters, rather than just hoping that he picked the right ones.

2nd ed D&D ran the whole gamut because it didn't specify a level of gear. It was very common for a group to be overequipped to the point where encounters were pushovers, or underequipped to the point where the only person doing anything were the wizards. Remember the old experience charts? That's the sort of effect that removing magical items has. Wizards and clerics all of a sudden become the be all and end all.
 

No real limits on sorcerers?

Sorcerers don't just have to be blasters ... such a campaign will fall apart as soon as the sorcerer gets his hand on spells like Confusion, Polymorph Other, Hold Monster, etc.

The succeeding poster is right ... I would hate to be a fighter facing an Improved Invisible sorcerer without a Gem of True Seeing or even Dust of Appearance.
 
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You can't really have a balanced game without magic items. Fighter types, and Rogues, rely on magical items to use their abilities. Fighter and Rogue abilities serve to enhance the magic items they possess. It is vice versa with Sorcerers, Clerics and Wizards. People here haven't even covered even more complicated issues like flying, teleportation, and invisibility. If you're going to do a low magic campaign, you need to severely restrict the casting classes, or that's all your going to see within a few levels.
 

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