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How to un-cheese D&D?
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<blockquote data-quote="Destil" data-source="post: 3487908" data-attributes="member: 1980"><p>Your PCs may need to be more heroic to make up for the lack of magic or you'll need to customize the encounters to such a level that by the 3rd or 4th adventure there will be little point to running the path. If you have a problem with the 13.3 encounters per level guideline too you'll need to pad out the adventure path to allow advancement at the level you need. Doing so also lets you spread out magic items a bit more thinly (half XP, half magic items and run about as many side adventures as path adventurers, for instance).</p><p></p><p>As far as wealth by level, you need to get away from the magic items = GP rules. If you're also set on going to a SP standard the best way to go is make both gold and magic too valuable to be a commodity. Magic can be bought with gold. But gold itself should be very rare (this way you control both magic and money), maybe 1 GP is worth 100 sp (you could also reintroduce eletcrium if you want some older edition throwbacks and so PCs could have some more portable wealth, worth 10 SP but heavily leaning towards silver over gold in alloy). Magic items have their standard GP value, nonmagical items have their GP value in SP instead. Spell components are usually reduced to SP costs (identify requires a 100 SP or 1 GP pearl), so should spell scribing costs (and most likely consumable items like potions and scrolls).</p></blockquote><p></p>
[QUOTE="Destil, post: 3487908, member: 1980"] Your PCs may need to be more heroic to make up for the lack of magic or you'll need to customize the encounters to such a level that by the 3rd or 4th adventure there will be little point to running the path. If you have a problem with the 13.3 encounters per level guideline too you'll need to pad out the adventure path to allow advancement at the level you need. Doing so also lets you spread out magic items a bit more thinly (half XP, half magic items and run about as many side adventures as path adventurers, for instance). As far as wealth by level, you need to get away from the magic items = GP rules. If you're also set on going to a SP standard the best way to go is make both gold and magic too valuable to be a commodity. Magic can be bought with gold. But gold itself should be very rare (this way you control both magic and money), maybe 1 GP is worth 100 sp (you could also reintroduce eletcrium if you want some older edition throwbacks and so PCs could have some more portable wealth, worth 10 SP but heavily leaning towards silver over gold in alloy). Magic items have their standard GP value, nonmagical items have their GP value in SP instead. Spell components are usually reduced to SP costs (identify requires a 100 SP or 1 GP pearl), so should spell scribing costs (and most likely consumable items like potions and scrolls). [/QUOTE]
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