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How do I make it really "low-magic"?
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<blockquote data-quote="Gothmog" data-source="post: 729085" data-attributes="member: 317"><p>Yep, Joshua has it right- I got the name after the chief of the balrogs in the the Silmarillion. I had forgotten about Dungeon Master, but sure enough your are right, there was a wizard in that game with a black robe and glowing red eyes named Gothmog!</p><p></p><p>Anyway Raistlin, I didn't really nerf the other classes at all. I didn't want to go into extreme detail in my post, but I redesigned all the magic-using classes based upon traditions of magic in my world (cabalism, mediumship, witchcraft, diabolism, etc). Casters from those traditions can all spontaneously cast spells they know, in addition to memorizing them. Tradeoff is that spontaneous spells take effect at 1d2 levels lower. Also, I modified save DCs for spells so that they are 10 + spell level + 1/2 caster level. In the end, this save modification benefits casters, since by 7-10th level, they have higher bonuses from 1/2 their level than they would from a stat adjustment (I use 4d6, drop lowest, no rerolls).</p><p></p><p>Thusfar in the game, there have been no problems with balance issues. The fighter types do well in a fight, but the spellcasters truly shine in the problem-solving and non-combat situations. Most of the time, the enemies of the PCs are not expecting magic to be used against them, so when it is, I roleplay their actions accordingly (usually either fear, or more rarely pin-the-tail (or arrow) on-the-spellcaster). Thats not to say that the spellcasters aren't good in a fight either- they use more subtle magics to keep from being targeted, aid other combatants, and use missile weapons. Of course, magic items are much more rare as well- the best item in the group is a minor artifact called the Brazen Head, which has a powerful demon trapped inside it. It can answer almost any kind of query, but in order to do so, 1 pint of sentient being blood must be given to the thing per question. Needless to say, its not used very often!! Other than that, each character is now 8-10th level, has one magical weapon of +2 total or lesser enchantment, some sort of defensive magical item (not necessarily armor or AC booster), and 1-2 misc items of low power (I'd almost be tempted to call them +.5 items).</p><p></p><p>Hope that answers some of your questions. Let me know if you want to know more.</p></blockquote><p></p>
[QUOTE="Gothmog, post: 729085, member: 317"] Yep, Joshua has it right- I got the name after the chief of the balrogs in the the Silmarillion. I had forgotten about Dungeon Master, but sure enough your are right, there was a wizard in that game with a black robe and glowing red eyes named Gothmog! Anyway Raistlin, I didn't really nerf the other classes at all. I didn't want to go into extreme detail in my post, but I redesigned all the magic-using classes based upon traditions of magic in my world (cabalism, mediumship, witchcraft, diabolism, etc). Casters from those traditions can all spontaneously cast spells they know, in addition to memorizing them. Tradeoff is that spontaneous spells take effect at 1d2 levels lower. Also, I modified save DCs for spells so that they are 10 + spell level + 1/2 caster level. In the end, this save modification benefits casters, since by 7-10th level, they have higher bonuses from 1/2 their level than they would from a stat adjustment (I use 4d6, drop lowest, no rerolls). Thusfar in the game, there have been no problems with balance issues. The fighter types do well in a fight, but the spellcasters truly shine in the problem-solving and non-combat situations. Most of the time, the enemies of the PCs are not expecting magic to be used against them, so when it is, I roleplay their actions accordingly (usually either fear, or more rarely pin-the-tail (or arrow) on-the-spellcaster). Thats not to say that the spellcasters aren't good in a fight either- they use more subtle magics to keep from being targeted, aid other combatants, and use missile weapons. Of course, magic items are much more rare as well- the best item in the group is a minor artifact called the Brazen Head, which has a powerful demon trapped inside it. It can answer almost any kind of query, but in order to do so, 1 pint of sentient being blood must be given to the thing per question. Needless to say, its not used very often!! Other than that, each character is now 8-10th level, has one magical weapon of +2 total or lesser enchantment, some sort of defensive magical item (not necessarily armor or AC booster), and 1-2 misc items of low power (I'd almost be tempted to call them +.5 items). Hope that answers some of your questions. Let me know if you want to know more. [/QUOTE]
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How do I make it really "low-magic"?
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