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How to do a Low Magic Campaign?
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<blockquote data-quote="Malin Genie" data-source="post: 530511" data-attributes="member: 1058"><p>That's a very general question.</p><p></p><p>Do you want to keep the 'type' of magic the same while reducing the power? </p><p></p><p>Solution 1 --> Allow spellcasting to be picked up only after a certain point (for example, the first four character levels must be in fighter, barbarian, ranger, paladin, rogue or monk; after that you can take levels in spellcasting classes.) This will slow down the progress to the ueberspells, but characters will still be able to produce viable spellcasters.</p><p></p><p>Solution 2 --> Allow only multiclassed spellcasters - you cannot take two levels in a row of Wizard, Sorceror, Cleric, Druid, Bard (and Paladin or Ranger once you hit 4th level.) That will allow for versatile but not strong casters (e.g. you could have a Wiz5/Sor5 at 10th level with more spells than a Wiz 10, but less powerful spells and at a lower caster level.)</p><p></p><p>Do you want a 'less powerful, more subtle' type of magic?</p><p></p><p>Solution 1 --> You could try psionics - overall the level of power is lower, but a psionicist is more versatile and often more subtle than a Wiz/Sor/Clr/Drd.</p><p></p><p>Solution 2 --> You could use the Bard as a prototype: slower spell progression but d6 hit dice, +3/4 BAB, good skill points and range of skills, a good mix of spells (healing, offence, defence, information) but without 'power' spells, and special abilities (in this case, Lore and Music.)</p><p></p><p>Then create spellcasting classes based on that template, two just off the top of my head:</p><p></p><p>Witch: d6 hit dice, +3/4 BAB, good skill points and skill range, mix of spells up to 6th level but without power spells, and special abilities (Familiar, Curses, Special Potions)</p><p></p><p>Shaman: d6 hit dice, +3/4 BAB, good skill points and skill range (including Wild Lore, Animal Empathy, etc), mix of spells up to 6th level with a lot of healing and nature spells, and special abilities (Turn Undead, Animal Companion)</p></blockquote><p></p>
[QUOTE="Malin Genie, post: 530511, member: 1058"] That's a very general question. Do you want to keep the 'type' of magic the same while reducing the power? Solution 1 --> Allow spellcasting to be picked up only after a certain point (for example, the first four character levels must be in fighter, barbarian, ranger, paladin, rogue or monk; after that you can take levels in spellcasting classes.) This will slow down the progress to the ueberspells, but characters will still be able to produce viable spellcasters. Solution 2 --> Allow only multiclassed spellcasters - you cannot take two levels in a row of Wizard, Sorceror, Cleric, Druid, Bard (and Paladin or Ranger once you hit 4th level.) That will allow for versatile but not strong casters (e.g. you could have a Wiz5/Sor5 at 10th level with more spells than a Wiz 10, but less powerful spells and at a lower caster level.) Do you want a 'less powerful, more subtle' type of magic? Solution 1 --> You could try psionics - overall the level of power is lower, but a psionicist is more versatile and often more subtle than a Wiz/Sor/Clr/Drd. Solution 2 --> You could use the Bard as a prototype: slower spell progression but d6 hit dice, +3/4 BAB, good skill points and range of skills, a good mix of spells (healing, offence, defence, information) but without 'power' spells, and special abilities (in this case, Lore and Music.) Then create spellcasting classes based on that template, two just off the top of my head: Witch: d6 hit dice, +3/4 BAB, good skill points and skill range, mix of spells up to 6th level but without power spells, and special abilities (Familiar, Curses, Special Potions) Shaman: d6 hit dice, +3/4 BAB, good skill points and skill range (including Wild Lore, Animal Empathy, etc), mix of spells up to 6th level with a lot of healing and nature spells, and special abilities (Turn Undead, Animal Companion) [/QUOTE]
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