Help with my low-magic house rules, please

DreadArchon

First Post
I'm working on house rules to create an environment with limited spell use and PC's that are moderately stronger than usual (but not as strong as gestalt, ideally). There will be a lot of planehopping.

With all that in mind, are there any large problems with this set of rules?

GENERAL

Magic Ratings
Magic Ratings are used, as given in Unearthed Arcana.

Action Points
Action points are used, as given in Unearthed Arcana.

New Feat: Improved Open Mind
Benefit: The character gains +1 skill point per level, applied to all past, present, and future levels. (Like Improved Toughness, this feat may only be taken once.)

DAMPED MAGIC

Spell Resistance
All creatures have Spell Resistance (SR) equal to their hit dice. This SR may not be lowered willingly, and thus applies against spells normally intended to be helpful, if such allow SR (Cure Light Wounds, for example). If the creature would have SR from some other source, that spell resistance is instead increased by one half of the creature's hit dice.

Spell Resilience
All creatures receive +4 to saves against spells and spell-like abilities and +4 to AC against spells and spell-like abilities. (Supernatural abilities function normally.)

Item Limitations
Items may not grant continuous (or near-continuous) bonuses to ability scores and all magical items and magical item properties, excluding potions, cost 10% extra.

CHARACTER PROGRESSION

Alignment
Alignment restrictions are, in general, eliminated. Alignment-based effects still exist, however.

Skill Points
All classes gain +2 skill points per level (x4 at first level as normal). These skill points may only be spent on Climb, Craft, Handle Animal, Jump, Knowledge, Perform, Profession, Ride, Speak Language, Swim, or Use Rope skills. These skills are always class skills. (These skills are either common to average individuals, a facet of the adventurer's background, or both.)

Multiclass Penalties
These do not exist. Races with “Favored Class: Any” gain one bonus language of their choice.

Level-Based Feats, Abilities
Characters receive feats every odd level and ability improvements every even level.

Fighter “Dead Levels”
At level 3 and every odd level thereafter, the Fighter class grants +1 to each listed roll in one of the following sets: {Str checks, Str-based skill checks, Con checks, Con-based skill checks} or {Dex checks, Dex-based skill checks, Initiative rolls}. The player chooses which set at each eligible level (i.e. one need not take the same set every time).

CHARACTER CREATION

Ability Scores
30-point point buy, minimum 8 in any stat (after racial modifiers) and maximum 18 in any stat (before racial modifiers).

Mongrels and Planars
All player characters are considered to gain a -2 Level Adjustment (LA), which may not allow for the creation of characters with class levels exceeding their ECL. Characters with an Effective Character Level (ECL) equal to their class levels (or one higher than their class levels) must make up the difference with Bloodline levels, each of which gives the character +1 to Magic Rating and +1 to skill rank cap in addition to the usual benefits of a Bloodline of the appropriate strength.

Racial Changes
Goblins: No Str penalty; Goblins are unusually strong for their size.

Half-Elves: +2 Cha, but no additional bonus to Diplomacy or Gather Information; Half-Elves end up with the best parts of the personalities of their parent races.

Kobolds: Str penalty reduced to -2, no Con penalty, no Light sensitivity; Kobolds aren't physically useless, nor are they unfamiliar with bright light.

Orcs, Half-Orcs: No Cha penalty, no Int penalty; Orcs do not have especially weak personalities, nor are they particularly stupid (though true Orcs are still rather dense and careless).
 
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Skill Points
All classes gain +2 skill points per level (x4 at first level as normal). These skill points may only be spent on Climb, Craft, Handle Animal, Jump, Knowledge, Perform, Profession, Ride, Speak Language, Swim, or Use Rope skills. These skills are always class skills. (These skills are either common to average individuals, a facet of the adventurer's background, or both.)


I like the universal skills, but do not aprove of giving rogue and scout and similar(8+int and 6+int) characters extra skill points, but fighters and other 2+int classes, should get 4+int skill points


Level-Based Feats, Abilities
... ability improvements every even level.



I thought about this, but then i decided to give total of 6 ability points throughout lvls(4.,7.,10.,13.,16.,19.), and you should definitely set a cap(+4 for example), so you don't get one score monsters

Fighter “Dead Levels”
At level 3 and every odd level thereafter, the Fighter class grants +1 to each listed roll in one of the following sets: {Str checks, Str-based skill checks...

don't like it, because grappling, bull-rushing and especially tripping are already very powerful things
 

necromental said:
I thought about this, but then i decided to give total of 6 ability points throughout lvls(4.,7.,10.,13.,16.,19.), and you should definitely set a cap(+4 for example), so you don't get one score monsters
I'll consider it, but that no permanent score boosts from other sources are allowed balances it, as near as I can tell.

don't like it, because grappling, bull-rushing and especially tripping are already very powerful things
Grappling is a Grapple check. I've never seen Bull Rush be overpowered, and that someone who is progreessing the Fighter class (and only the Fighter class) should become better at Tripping does not bother me.
 

Always interested in people's low magic approaches, and this one seems innovative in the sense that you don't restrict people's ability to take on magic abilities, but instead give all creatures a defense against magic, making it less useful for offensive purposes. It definitely will slow down the Evocation-heavy blasters, but I could see being a pure-play spellcaster here as a wizard who takes evocation as forbidden and focusing on conjuring creatures and the like. With the item limits, the party will be well advised to have some heavy-buffer type folks around.

In short, I wouldn't think of this ruleset as making your world "low-magic" but different magic, which may fit the planehopping very well. I'll be interested to hear how it turns out.
 

DreadArchon said:
DAMPED MAGIC

Spell Resistance
All creatures have Spell Resistance (SR) equal to their hit dice. This SR may not be lowered willingly, and thus applies against spells normally intended to be helpful, if such allow SR (Cure Light Wounds, for example). If the creature would have SR from some other source, that spell resistance is instead increased by one half of the creature's hit dice.

Spell Resilience
All creatures receive +4 to saves against spells and spell-like abilities and +4 to AC against spells and spell-like abilities. (Supernatural abilities function normally.)

Item Limitations
Items may not grant continuous (or near-continuous) bonuses to ability scores and all magical items and magical item properties, excluding potions, cost 10% extra.


I think these are excellent ideas. You then don't have to go through and mess with a bunch of spells or the classes themselves. I'm going to try it out in my next game :)

jh
 

Item Limitations
Items may not grant continuous (or near-continuous) bonuses to ability scores and all magical items and magical item properties, excluding potions, cost 10% extra.

What are your plans for this?

jh
 

Interesting ideas. The usual effect of a low-magic setting (or rare-magic setting) is to make magic less common, but relatively more powerful.

I guess the point of these rules would be to make magic a relatively poor choice.

-- N
 

Emirikol said:
What are your plans for this?
Limit, by a little, the number of magical properties flying around, and keep character stats a bit more controlled.

For example, a monk in my current game has a Periapt of Wisdom +6, which between that and his level-based increases gives him +9 to his stats at level 12. A character under the above-posted rules would have only +6 to his starting stats at level 12.

Basically, this system makes a character's abilities related to his advancement rather than his gear. The default system doesn't really fit my perceptions of "lower magic" here. ("Yeah, I'm so tough that I can survive a fall from orbit onto spikey rocks in a pool of lava while naked, but only five points of my mental and physical abilities come from myself. My items give me another +18, or something like that. With my gear on, I don't even notice the fall from orbit, or the rocks, or the lava... I just wake up wondering where my griffon went and feeling a bit too hot.")

Nifft said:
Interesting ideas. The usual effect of a low-magic setting (or rare-magic setting) is to make magic less common, but relatively more powerful.

I guess the point of these rules would be to make magic a relatively poor choice.
That's the idea, yes. It's not that magic hardly exists in the setting, it's actually that the world became so highly magical in the past (my current campaign) that now everything is desensitized and resisting it. Sure, it's pretty easy to become a mage, but most people don't want to any more.

(That mages are blamed for the collapse of society and are not trusted also contributes.)
 

DreadArchon said:
Spell Resistance
All creatures have Spell Resistance (SR) equal to their hit dice. This SR may not be lowered willingly, and thus applies against spells normally intended to be helpful, if such allow SR (Cure Light Wounds, for example).

This could be exceedingly nasty. Consider that a much-needed healing spell may not work.

What about casters casting spells on themselves?

If the creature would have SR from some other source, that spell resistance is instead increased by one half of the creature's hit dice.

This is going to be hugely nasty. Can I suggest that the creature take the better of the listed SR and the calculated SR?

I think you're going to see spellcasters concentrate on Divinations, Summonnings, and Conjurations, which will be barely affected.
 

DreadArchon said:
That's the idea, yes. It's not that magic hardly exists in the setting, it's actually that the world became so highly magical in the past (my current campaign) that now everything is desensitized and resisting it. Sure, it's pretty easy to become a mage, but most people don't want to any more.

(That mages are blamed for the collapse of society and are not trusted also contributes.)

So... it's not a low-magic world you're looking for, it's a low-magic party in a high-magic world. People will focus on battlefield-control no-SR spells.

- Evard's Black Tentacles
- Wall of Stone / Wall of Force / Wall of Thorns
- Summon Monster

Cheers, -- N
 

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