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General Tabletop Discussion
*Pathfinder & Starfinder
How should i do low Magic: Some ideas
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<blockquote data-quote="Marius Delphus" data-source="post: 520036" data-attributes="member: 447"><p><strong>A Few Other Suggestions</strong></p><p></p><p></p><p></p><p>Use the "fractional spellcasting" rules published by Sean Reynolds, and halve spell progression: an 11th-level wizard now has the spell load of a 5.5th-level wizard. Add on the "apprentice level" spell progressions from the DMG for the first (.5) level.</p><p></p><p><a href="http://www.seankreynolds.com/rpgfiles/misc/fractionalspellcasting_adv.html" target="_blank">http://www.seankreynolds.com/rpgfiles/misc/fractionalspellcasting_adv.html</a></p><p></p><p>Outlaw sorcerers altogether, as above (sorcerers don't feel terribly "low magic" to me). Require an "arcane focus" for casting of arcane spells 3rd level or above: the wizard *really needs* that staff, for example, or else he's in serious trouble. Require a divine focus (other than the holy symbol: prayer beads, a sprinkle of holy water, or something) for all divine spells that don't already have one.</p><p></p><p>Watch ELs carefully; standard D&D encounter balancing factors assume the PCs have access to the standard level of magic.</p><p></p><p>Don't permit the spending of XP to create magical items; instead, use the "Power Components" variant rule from the DMG. Of course, no game session should devolve into a mere ingredient hunt, but some ingredient hunts can make interesting game sessions. <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></blockquote><p></p>
[QUOTE="Marius Delphus, post: 520036, member: 447"] [b]A Few Other Suggestions[/b] Use the "fractional spellcasting" rules published by Sean Reynolds, and halve spell progression: an 11th-level wizard now has the spell load of a 5.5th-level wizard. Add on the "apprentice level" spell progressions from the DMG for the first (.5) level. [url]http://www.seankreynolds.com/rpgfiles/misc/fractionalspellcasting_adv.html[/url] Outlaw sorcerers altogether, as above (sorcerers don't feel terribly "low magic" to me). Require an "arcane focus" for casting of arcane spells 3rd level or above: the wizard *really needs* that staff, for example, or else he's in serious trouble. Require a divine focus (other than the holy symbol: prayer beads, a sprinkle of holy water, or something) for all divine spells that don't already have one. Watch ELs carefully; standard D&D encounter balancing factors assume the PCs have access to the standard level of magic. Don't permit the spending of XP to create magical items; instead, use the "Power Components" variant rule from the DMG. Of course, no game session should devolve into a mere ingredient hunt, but some ingredient hunts can make interesting game sessions. :) [/QUOTE]
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How should i do low Magic: Some ideas
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