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How should i do low Magic: Some ideas
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<blockquote data-quote="da chicken" data-source="post: 521116" data-attributes="member: 5634"><p>Here's how I did low-magic rules. I never played under them long enough to determine if they worked right or not.</p><p></p><p>First:</p><p>Bard, Wizard, Sorcerer, Cleric, and Druid are removed.</p><p>Rangers lose spellcasting, but may cast <em>animal friendship</em> 1/day at caster level = 1/2 Ranger level beginning at 4th level.</p><p>Paladins move bonded mount to 8th level, or lose it altogether.</p><p>Rogue gets d8 hit die.</p><p>NO prestige classes.</p><p></p><p>Next, the major spell casting class:</p><p>Start with the Adept. Give it 3/4 BAB, simple weapons, light armor, and 4 skill points per level. Move summon familiar to 1st level. Give the class a multiclass restriction a la Monk and Paladin. Make casting Int-based, but still prepared like divine spells. Add 1 to everything on the spells per day chart (they get 1 more spell per day at every level). I called the class 'Mage'. At 5th level, can cast <em>identify</em> 1/day, at 12th-15th (don't remember) can cast <em> legend lore</em> or <em>analyze dweomer</em> 1 day.</p><p></p><p>Feel free to add spells to this. For example, I added <em>create food and water</em> at 3rd, <em>flame strike</em> at 4th, and <em>cone of cold</em> at 5th. Look to the witch spell list in the DMG and to what you want your PCs to be able to do.</p><p></p><p>Now:</p><p>Add class AC bonuses a-la d20 Star Wars or Wheel of Time. I hadn't pinned down how to divide them, but I was thinking: Ftr and Mnk get high; Pal, Rgr, Brb get medium; 'Mage' and Rog get low. Note that the Monk AC bonus and this new class bonus stack.</p><p></p><p>Change these feats:</p><p>Scribe Scroll: Caster level 5</p><p>Brew Potion: Caster level 5</p><p>Craft Wonderous Item, Wand, Arms and Armor: Caster level 10</p><p>Craft Staff or Rod: Level 12</p><p>Craft Ring: level 15</p><p></p><p>Double or triple the gp costs to craft items (but not the XP cost).</p><p></p><p>Notes and Options:</p><p>* Necromancer (Illusion barred): As an evil NPC only class. This class is EXACTLY as per the PH Wizard, 9th level spells and all. Absolutely the most dangerous opponents.</p><p>* Paladin is a more powerful class in this world than normal. They heal very well and are the only class with undead turning.</p><p>* Monks are also very powerful, but not as powerful as the Paladin.</p><p>* Retain Druids as an NPC only class, but give them <em>restoration, greater restoration, raise dead, resurrection, true resurrection,</em> and <em>miracle</em>. These Druids should be rare, recluse, and NG or TN. Most of them should be Fey creatures.</p><p>* Adamantine weapons and armor should be more common than actual magic weapons and armor.</p><p></p><p>Beyond this it is all about guessing the power level of opponents to throw at the PCs.</p></blockquote><p></p>
[QUOTE="da chicken, post: 521116, member: 5634"] Here's how I did low-magic rules. I never played under them long enough to determine if they worked right or not. First: Bard, Wizard, Sorcerer, Cleric, and Druid are removed. Rangers lose spellcasting, but may cast [i]animal friendship[/i] 1/day at caster level = 1/2 Ranger level beginning at 4th level. Paladins move bonded mount to 8th level, or lose it altogether. Rogue gets d8 hit die. NO prestige classes. Next, the major spell casting class: Start with the Adept. Give it 3/4 BAB, simple weapons, light armor, and 4 skill points per level. Move summon familiar to 1st level. Give the class a multiclass restriction a la Monk and Paladin. Make casting Int-based, but still prepared like divine spells. Add 1 to everything on the spells per day chart (they get 1 more spell per day at every level). I called the class 'Mage'. At 5th level, can cast [i]identify[/i] 1/day, at 12th-15th (don't remember) can cast [i] legend lore[/i] or [i]analyze dweomer[/i] 1 day. Feel free to add spells to this. For example, I added [i]create food and water[/i] at 3rd, [i]flame strike[/i] at 4th, and [i]cone of cold[/i] at 5th. Look to the witch spell list in the DMG and to what you want your PCs to be able to do. Now: Add class AC bonuses a-la d20 Star Wars or Wheel of Time. I hadn't pinned down how to divide them, but I was thinking: Ftr and Mnk get high; Pal, Rgr, Brb get medium; 'Mage' and Rog get low. Note that the Monk AC bonus and this new class bonus stack. Change these feats: Scribe Scroll: Caster level 5 Brew Potion: Caster level 5 Craft Wonderous Item, Wand, Arms and Armor: Caster level 10 Craft Staff or Rod: Level 12 Craft Ring: level 15 Double or triple the gp costs to craft items (but not the XP cost). Notes and Options: * Necromancer (Illusion barred): As an evil NPC only class. This class is EXACTLY as per the PH Wizard, 9th level spells and all. Absolutely the most dangerous opponents. * Paladin is a more powerful class in this world than normal. They heal very well and are the only class with undead turning. * Monks are also very powerful, but not as powerful as the Paladin. * Retain Druids as an NPC only class, but give them [i]restoration, greater restoration, raise dead, resurrection, true resurrection,[/i] and [i]miracle[/i]. These Druids should be rare, recluse, and NG or TN. Most of them should be Fey creatures. * Adamantine weapons and armor should be more common than actual magic weapons and armor. Beyond this it is all about guessing the power level of opponents to throw at the PCs. [/QUOTE]
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