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HomeBrew Low Magic rules, wanna share ideas?
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<blockquote data-quote="HarryFlashman" data-source="post: 1357949" data-attributes="member: 16377"><p>I ama sucker for low magic campaigns. I like keeping magic mysterious and hard to cast</p><p>Withthis in mind I am trying to develop weakned versions of each spell casting class but I have no idea how to balance them (to be honest I do not not much care for balancing low-magic Wizards and such because I want them to be rare.)</p><p></p><p>Ideas to weaken spell-casting:</p><p></p><p>Pare down spell advancement tables for example:</p><p></p><p>Ranger/Paladin Spell Progression </p><p>1/2/3/4</p><p>-</p><p>-</p><p>-</p><p>0</p><p>0</p><p>0</p><p>1</p><p>1</p><p>1/0</p><p>1/0</p><p>1/0/0</p><p>1/1/0</p><p>1/1/1</p><p>1/1/1/0</p><p>2/1/1/0</p><p>2/1/1/1</p><p>2/1/1/1</p><p>2/2/1/1</p><p>3/2/1/1</p><p>3/2/2/2</p><p></p><p>Cut down on or eliminate meta-magic and other spell-casting related feats.</p><p></p><p></p><p>Eliminating Bonus spells</p><p></p><p>Using the "all-odds-equal-ones" rule where all direct damage spells count all odd numbers rolled as ones ( a 6d6 fire ball might roll; 1,4,6,5,5,2 which would equal; 1,4,6,1,1,2 for 15 points of damage.) I will probably retain this idea unless I follow the idea of... </p><p></p><p>...All direct damage spells are one level higher than presented in the PHB</p><p></p><p>Wizards must be Specialists. If I used this rule I would allow multiple Specializations, each time detracting from the pool of schools available to the caster.</p><p></p><p>Clerics have only the spells available to their Domains plus all four granted powers. So a Cleric may have the domains of War, Good, Fire and Healing. The granted powers would be given at 1st, 3rd, 5th and 7th levels. Spell progression would reamain as presented in the PHB.</p><p></p><p>Require a concentration check for every spell.</p><p></p><p>Require spell Foci like Wands, Magic Hats, etc</p><p></p><p>Casting spells does subdual damage equal to the spell's level. Meta-magic feats do direct HP damage as per level modifier to spells. So a Silent Fire Ball would cause 3 Subdual, 1 HP of damage to the caster.</p><p>This could be further modified so that Caster level determines damage. A 6d6 Fireball would do 6 points of subdual damage. This would have the added effect of allowing Spell casters to choose how powerful they wanted to scale their spells.</p><p></p><p>What do you you thing of any of these options or are there better ideas floating around that I could snatch?</p><p></p><p>Edited for three more ideas.</p></blockquote><p></p>
[QUOTE="HarryFlashman, post: 1357949, member: 16377"] I ama sucker for low magic campaigns. I like keeping magic mysterious and hard to cast Withthis in mind I am trying to develop weakned versions of each spell casting class but I have no idea how to balance them (to be honest I do not not much care for balancing low-magic Wizards and such because I want them to be rare.) Ideas to weaken spell-casting: Pare down spell advancement tables for example: Ranger/Paladin Spell Progression 1/2/3/4 - - - 0 0 0 1 1 1/0 1/0 1/0/0 1/1/0 1/1/1 1/1/1/0 2/1/1/0 2/1/1/1 2/1/1/1 2/2/1/1 3/2/1/1 3/2/2/2 Cut down on or eliminate meta-magic and other spell-casting related feats. Eliminating Bonus spells Using the "all-odds-equal-ones" rule where all direct damage spells count all odd numbers rolled as ones ( a 6d6 fire ball might roll; 1,4,6,5,5,2 which would equal; 1,4,6,1,1,2 for 15 points of damage.) I will probably retain this idea unless I follow the idea of... ...All direct damage spells are one level higher than presented in the PHB Wizards must be Specialists. If I used this rule I would allow multiple Specializations, each time detracting from the pool of schools available to the caster. Clerics have only the spells available to their Domains plus all four granted powers. So a Cleric may have the domains of War, Good, Fire and Healing. The granted powers would be given at 1st, 3rd, 5th and 7th levels. Spell progression would reamain as presented in the PHB. Require a concentration check for every spell. Require spell Foci like Wands, Magic Hats, etc Casting spells does subdual damage equal to the spell's level. Meta-magic feats do direct HP damage as per level modifier to spells. So a Silent Fire Ball would cause 3 Subdual, 1 HP of damage to the caster. This could be further modified so that Caster level determines damage. A 6d6 Fireball would do 6 points of subdual damage. This would have the added effect of allowing Spell casters to choose how powerful they wanted to scale their spells. What do you you thing of any of these options or are there better ideas floating around that I could snatch? Edited for three more ideas. [/QUOTE]
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