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Help with starting low-magic campaign?
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<blockquote data-quote="Silveras" data-source="post: 1395367" data-attributes="member: 6271"><p>The biggest is to keep the CRs lower than usual for the levels as the PCs advance. Limited magic means the PCs will be weaker-than-expected against ANY foe of a CR higher than 1. </p><p></p><p>Magical healing will be less available ... so the party will need to rest more often, and the Heal skill will become more important. </p><p></p><p>Death is also a good deal more permanent. Fewer clerics who can cast Raise Dead, Resurrection, or True Resurrection means fewer people come back. Fewer high-level Druids means less Reincarnation spells, too. </p><p></p><p>The rest depends on how you plan to be "low magic". I have always run my campaigns, 1st-3rd edition, with a fairly tight fist on magic treasure. Nobody in my games (after my 3rd year of playing) considered a +1 sword to be much less significant than a +2 or +3. </p><p></p><p>Low magic can be done in a couple of ways: magic is scarce but powerful, or magic is weak but plentiful. </p><p></p><p>I prefer the "scarce but powerful" approach, myself. That means I don't adjust the PC classes, but I do reduce the availability of magic treasure and NPCs from whom the PC mages can learn their skills. In the core rules, Large Cities have 3 Wizards of 10th-13th level; in my world, a Large City might have 1 Wizard of 8th-11th level. This means that scrolls, potions, and other magic items are more rare than the tables in the DMG suggest. </p><p></p><p>Of course, that also means that PCs in my world fight more Humanoids with Fighter and Rogue levels than they do actual "monsters". When they *do* meet a real "monster-type" creature, it is usually one of the big encounters of the adventure.</p></blockquote><p></p>
[QUOTE="Silveras, post: 1395367, member: 6271"] The biggest is to keep the CRs lower than usual for the levels as the PCs advance. Limited magic means the PCs will be weaker-than-expected against ANY foe of a CR higher than 1. Magical healing will be less available ... so the party will need to rest more often, and the Heal skill will become more important. Death is also a good deal more permanent. Fewer clerics who can cast Raise Dead, Resurrection, or True Resurrection means fewer people come back. Fewer high-level Druids means less Reincarnation spells, too. The rest depends on how you plan to be "low magic". I have always run my campaigns, 1st-3rd edition, with a fairly tight fist on magic treasure. Nobody in my games (after my 3rd year of playing) considered a +1 sword to be much less significant than a +2 or +3. Low magic can be done in a couple of ways: magic is scarce but powerful, or magic is weak but plentiful. I prefer the "scarce but powerful" approach, myself. That means I don't adjust the PC classes, but I do reduce the availability of magic treasure and NPCs from whom the PC mages can learn their skills. In the core rules, Large Cities have 3 Wizards of 10th-13th level; in my world, a Large City might have 1 Wizard of 8th-11th level. This means that scrolls, potions, and other magic items are more rare than the tables in the DMG suggest. Of course, that also means that PCs in my world fight more Humanoids with Fighter and Rogue levels than they do actual "monsters". When they *do* meet a real "monster-type" creature, it is usually one of the big encounters of the adventure. [/QUOTE]
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