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Community
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House rules for a low magic item campaign
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<blockquote data-quote="Inconsequenti-AL" data-source="post: 1661759" data-attributes="member: 6584"><p>High stats is certainly one answer. I don't know how you normally generate stats, but I'd consider using some kind of point buy or fixed array. If someone rolls low then it may well be 'worse' than in a 'normal' game.</p><p></p><p></p><p>The last game I ran used a hodge podge of rules inspired by Hong's imbued item rules: </p><p></p><p><a href="http://www.zipworld.com.au/~hong/dnd/imbued_magic.htm" target="_blank">http://www.zipworld.com.au/~hong/dnd/imbued_magic.htm</a></p><p></p><p>We used the innate powers option rather than items. Found this to be a great way of having magical powers without tying them to items. Suited what we wanted very well.</p><p></p><p>We also made some magical gear non-magical. Could get up to +5 shields, armour and weapons as mastercrafted and/or special materials. Costs were the same, principles weren't! Certain enhancements were also non magical. Keen came from a special construction technique, for example.</p><p></p><p></p><p>A very simple option is to stick to low levels. Perhaps XP is /5 or /10. Lower levels assume less reliance on gear, so eliminate the need to compensate for it. Although, I'm sure many groups could get really hacked off with the 'lack of advancement'.</p><p></p><p></p><p>Spellcasters can behave a bit funny in that sort of game. Particularly: </p><p></p><p>Clerics with their collections of buff spells, I've seen them really run rampant in low magic games. Using the cloistered option (from Unearthed Arcana?) might make them somewhat less militant...</p><p></p><p>Druids might warrant some looking at. Bear formed, animal growthed, barkskinned, magic fanged druids will tear non-magic fighters into tiny little bits. Then stomp on them. Then eat them. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p></p><p>Monk might be a little off as well... high stats and no magic and they could end up as very impressive fighting types.</p></blockquote><p></p>
[QUOTE="Inconsequenti-AL, post: 1661759, member: 6584"] High stats is certainly one answer. I don't know how you normally generate stats, but I'd consider using some kind of point buy or fixed array. If someone rolls low then it may well be 'worse' than in a 'normal' game. The last game I ran used a hodge podge of rules inspired by Hong's imbued item rules: [url]http://www.zipworld.com.au/~hong/dnd/imbued_magic.htm[/url] We used the innate powers option rather than items. Found this to be a great way of having magical powers without tying them to items. Suited what we wanted very well. We also made some magical gear non-magical. Could get up to +5 shields, armour and weapons as mastercrafted and/or special materials. Costs were the same, principles weren't! Certain enhancements were also non magical. Keen came from a special construction technique, for example. A very simple option is to stick to low levels. Perhaps XP is /5 or /10. Lower levels assume less reliance on gear, so eliminate the need to compensate for it. Although, I'm sure many groups could get really hacked off with the 'lack of advancement'. Spellcasters can behave a bit funny in that sort of game. Particularly: Clerics with their collections of buff spells, I've seen them really run rampant in low magic games. Using the cloistered option (from Unearthed Arcana?) might make them somewhat less militant... Druids might warrant some looking at. Bear formed, animal growthed, barkskinned, magic fanged druids will tear non-magic fighters into tiny little bits. Then stomp on them. Then eat them. :) Monk might be a little off as well... high stats and no magic and they could end up as very impressive fighting types. [/QUOTE]
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