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How to De-Magic 5e
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<blockquote data-quote="TiwazTyrsfist" data-source="post: 7842550" data-attributes="member: 70582"><p>While personally a low or no magic campaign doesn't appeal to me, I can see some ways to support it.</p><p></p><p>So A> Getting rid of Cantrips. Ok, done, no cantrips. Part of the point of scaling at-will cantrips was to allow casters to retain some combat viability if they've used up all their near level spells. IMO this is really only a problem for Wizards and Sorcerers. Clerics have good armor, no spell failure, and decent weapons. Druids can just turn into a Bear. </p><p>So we have two options.</p><p>A.1> We say "I'm okay with a Wizard who has spent all his spells being a One dagger stab with a -1 to hit and -1 to damage because he's a wimp" and having them Rincewind about the far side of the battlefield. (Note: This is perfectly valid)</p><p>A.2> We come up with some way to give the casters some effectiveness without spells while not making them too good. Some sort of class feature that will improve their chance to hit and damage. Possibly allowing Int to hit and damage with ranged weapons.</p><p></p><p>B> Go ahead and do some magic Chopping.</p><p>B.1> Ranger and You-Know-Wink-Wink: Rangers drop all spell casting. Grant them a Marking power, crib heavily from the Pathfinder Slayer. Possibly add some sort of Trick Shot set that does things like Multiple Arrow Shots, Banked Shots, etc. Simply Drop the Holy-Whatsits, because what I'm gonna do to the Cleric means we Won't Need Them.</p><p>B.2> Cleric: cut them to 6 spell levels. Look at Pathfinder again for spell progressions. Grant them WIS to defense, allowing them to focus stats into Str and Wis, grant them an extra weapon attack at 5th or 6th level, and a Smite feature to get their Melee damage up at higher levels.</p><p>B.3> Druid: Cut their spells back to the Warlock system, and make Circle of the Moon Wild Shape the standard. Druids can do a LITTLE magic, but mostly Wild Shape.</p><p>B.4> Barbarian, Fighter, Monk, Rogue: Obviously, if we want to reduce the magic, remove the Subclasses that Add Magic to these classes. No Eldritch Knight, No Arcane Trickster, No ritual casting for Barbs or spending Ki to cast spells for the Monk. </p><p>B.5> Bard is, I think, the hardest to reboot at this point. They went and made it a full caster. Bard may require a full rework unless you want to cut it. No Spellcasting at all, and design a full suite of Bardic Music effects. Basically what I'd do is make Preform Bardic Music a Standard Action each turn to maintain. Focus on ally buffs and status debuffs.</p><p>B.6> Wizard and Sorcerer: We already took their Cantrips. I think that's enough, but if you don't you could always drop the maximum spells per day at each spell level by 1. </p><p>B.7> Warlock: If you don't want to just chop them, grant them Eldritch Blast.</p><p></p><p>Anyway, those are my thoughts.</p><p></p><p>EDIT: Oh, and I forgot, you could also keep Cantrips but limit them. Turn Cantrips back into Level 0 Spells and give them 3 to 6 level 0 spells per day.</p></blockquote><p></p>
[QUOTE="TiwazTyrsfist, post: 7842550, member: 70582"] While personally a low or no magic campaign doesn't appeal to me, I can see some ways to support it. So A> Getting rid of Cantrips. Ok, done, no cantrips. Part of the point of scaling at-will cantrips was to allow casters to retain some combat viability if they've used up all their near level spells. IMO this is really only a problem for Wizards and Sorcerers. Clerics have good armor, no spell failure, and decent weapons. Druids can just turn into a Bear. So we have two options. A.1> We say "I'm okay with a Wizard who has spent all his spells being a One dagger stab with a -1 to hit and -1 to damage because he's a wimp" and having them Rincewind about the far side of the battlefield. (Note: This is perfectly valid) A.2> We come up with some way to give the casters some effectiveness without spells while not making them too good. Some sort of class feature that will improve their chance to hit and damage. Possibly allowing Int to hit and damage with ranged weapons. B> Go ahead and do some magic Chopping. B.1> Ranger and You-Know-Wink-Wink: Rangers drop all spell casting. Grant them a Marking power, crib heavily from the Pathfinder Slayer. Possibly add some sort of Trick Shot set that does things like Multiple Arrow Shots, Banked Shots, etc. Simply Drop the Holy-Whatsits, because what I'm gonna do to the Cleric means we Won't Need Them. B.2> Cleric: cut them to 6 spell levels. Look at Pathfinder again for spell progressions. Grant them WIS to defense, allowing them to focus stats into Str and Wis, grant them an extra weapon attack at 5th or 6th level, and a Smite feature to get their Melee damage up at higher levels. B.3> Druid: Cut their spells back to the Warlock system, and make Circle of the Moon Wild Shape the standard. Druids can do a LITTLE magic, but mostly Wild Shape. B.4> Barbarian, Fighter, Monk, Rogue: Obviously, if we want to reduce the magic, remove the Subclasses that Add Magic to these classes. No Eldritch Knight, No Arcane Trickster, No ritual casting for Barbs or spending Ki to cast spells for the Monk. B.5> Bard is, I think, the hardest to reboot at this point. They went and made it a full caster. Bard may require a full rework unless you want to cut it. No Spellcasting at all, and design a full suite of Bardic Music effects. Basically what I'd do is make Preform Bardic Music a Standard Action each turn to maintain. Focus on ally buffs and status debuffs. B.6> Wizard and Sorcerer: We already took their Cantrips. I think that's enough, but if you don't you could always drop the maximum spells per day at each spell level by 1. B.7> Warlock: If you don't want to just chop them, grant them Eldritch Blast. Anyway, those are my thoughts. EDIT: Oh, and I forgot, you could also keep Cantrips but limit them. Turn Cantrips back into Level 0 Spells and give them 3 to 6 level 0 spells per day. [/QUOTE]
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