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How should i do low Magic: Some ideas
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<blockquote data-quote="SylverFlame" data-source="post: 517858" data-attributes="member: 8423"><p>One thing that worked for me when I ran a low-level in 2e was increasing spell requirements for level.</p><p></p><p>that is, take the normal mechanic for determining a spells level (like when you research a new spell) and make all level 3 spells conform to the level 1 requirement. This makes spells less powerful and would explain a lack of wizards. Problem with this is that wizards quickly get trounced by anything and everything. Nothing is more ignominous than a L2 wiz getting eaten by two goblins.</p><p></p><p>A trick that will balance play is to simply limit the number of wizards and magic items you give characters. Cheap, but effective. So, when you hand out magic items you give players one +1 sword rather than three magic items. And you only let one wizard in your group.</p><p></p><p>If you want, you can eliminate all of the magic classes except for one (I suggest keeping wizard and axing all the others). This limits magic and keeps the old-guy-in-the-tower thing going. Also, increase costs of item creation feats so that not as many people can have them. Either make them cost 2 feat slots or increase creation costs. Explains why there aren't that many magic items out there.</p><p></p><p>Also, this is very important. Any magic monsters (dragons, elves, etc.) are VERY rare. In the case of dragons, there would be only a few (like 10) and alll of them are "creatures of legends" that haven't been seen in millenium.</p><p></p><p>The trick is play all of that up and make magic a wonderous thing worthy of five minutes description in game.</p><p></p><p>IMHO, avoid the whole mob out to kill the wizard thing. In a world where magic is rare the people probably never experienced. Unless you go with the idea that people rebelled and killed all the wizards (as in Dragonlance) and that is why it's low magic, then the torch wielding mob doesn't fit the "what was that?" style.</p><p></p><p>Oh, another thing I just remembered is use charges and "down-time" A LOT. If an item is only good for so long, or so often, it shows the building power that is required in low magic.</p></blockquote><p></p>
[QUOTE="SylverFlame, post: 517858, member: 8423"] One thing that worked for me when I ran a low-level in 2e was increasing spell requirements for level. that is, take the normal mechanic for determining a spells level (like when you research a new spell) and make all level 3 spells conform to the level 1 requirement. This makes spells less powerful and would explain a lack of wizards. Problem with this is that wizards quickly get trounced by anything and everything. Nothing is more ignominous than a L2 wiz getting eaten by two goblins. A trick that will balance play is to simply limit the number of wizards and magic items you give characters. Cheap, but effective. So, when you hand out magic items you give players one +1 sword rather than three magic items. And you only let one wizard in your group. If you want, you can eliminate all of the magic classes except for one (I suggest keeping wizard and axing all the others). This limits magic and keeps the old-guy-in-the-tower thing going. Also, increase costs of item creation feats so that not as many people can have them. Either make them cost 2 feat slots or increase creation costs. Explains why there aren't that many magic items out there. Also, this is very important. Any magic monsters (dragons, elves, etc.) are VERY rare. In the case of dragons, there would be only a few (like 10) and alll of them are "creatures of legends" that haven't been seen in millenium. The trick is play all of that up and make magic a wonderous thing worthy of five minutes description in game. IMHO, avoid the whole mob out to kill the wizard thing. In a world where magic is rare the people probably never experienced. Unless you go with the idea that people rebelled and killed all the wizards (as in Dragonlance) and that is why it's low magic, then the torch wielding mob doesn't fit the "what was that?" style. Oh, another thing I just remembered is use charges and "down-time" A LOT. If an item is only good for so long, or so often, it shows the building power that is required in low magic. [/QUOTE]
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How should i do low Magic: Some ideas
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