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<blockquote data-quote="da chicken" data-source="post: 314320" data-attributes="member: 5634"><p>You will need to be careful running a low-magic game. There are a large number of problems associated with it.</p><p></p><p>My basic low-magic rules are:</p><ol> <li data-xf-list-type="ol">No Monks. Monks are designed to get abilities as fast as normal PCs get magic items. This will ruin your game at around 8th level.</li> <li data-xf-list-type="ol">Keep in mind CRs over about 4 or 5 take magic items into account, and continue to do so more and more as levels progress. This means 8th level PCs will often be challenged by CR 6 creatures. You may wish to consider increasing XP rewards if your players get annoyed with slow level progression (most won't care much, IMO).</li> <li data-xf-list-type="ol">Increase the caster level requirements for all item creation feats, and increase the creation costs. Alternately, remove item creation entirely.</li> </ol><p></p><p>For <em>very</em> low magic campaigns, as above plus:</p><ol> <li data-xf-list-type="ol">Paladins and Rangers only get 1st level spell progression (no higher level slots or spells).</li> <li data-xf-list-type="ol">Paladins lose <em>detect evil</em> ability. Instead, they gain a supernatural ability which duplicates the effects of a <em>phylactery of faith</em>, except the ability only functions when the character spends an action contemplating his actions.</li> <li data-xf-list-type="ol">No clerics, wizards, sorcerers, or monks.</li> <li data-xf-list-type="ol">Modify the druid as follows. Remove wild shape and thousand faces. Change spell progression to adept, and change spell list to adept. Remove druidic spiritual oaths; they get simple weapons, light armor, and shields. Change hit die to d6. Remove Animal Companion, as they no longer have <em>animal friendship</em>. Remove alignment restriction. Rename class to "mage" or somesuch.</li> <li data-xf-list-type="ol">No prestige classes. None.</li> <li data-xf-list-type="ol">No metamagic feats.</li> <li data-xf-list-type="ol">No item creation feats except Scribe Scroll (caster level 6th+) and Brew Potion (caster level 6th+). Item costs double.</li> <li data-xf-list-type="ol">Rogues lose the Use Magic Device skill.</li> <li data-xf-list-type="ol">Bards lose Bardic Music, <em>cure xxx wounds</em>, and switch to the Druid's skill list. Then drop Knowledge(nature) for Knowledge(arcana). Rename the class if you want, but I couldn't think of anything.</li> </ol><p></p><p>Note that in the low-magic world no class is truely "bad" at combat. Even the "mage" has medium BAB and weapon and armor use. The main problem is NPC spellcasters, even dragons, all have to use mage spells. There are some other random changes that need to be made, like <em>feeblemind</em> works well on any spellcaster, not just arcane ones.</p><p></p><p>For one low-magic campaign, I allowed evil NPCs (only) to be Necromancers (Conjuration always barred). The class also got the option to become a Lich at 15th level, essentially for free (they just had to provide a phylactery). They were, by far and away, the most powerful and feared creatures. Especially since only paladins have turn undead. <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=":)" /> Too bad the campaign ended before it really got going.</p></blockquote><p></p>
[QUOTE="da chicken, post: 314320, member: 5634"] You will need to be careful running a low-magic game. There are a large number of problems associated with it. My basic low-magic rules are: [list=1] [*]No Monks. Monks are designed to get abilities as fast as normal PCs get magic items. This will ruin your game at around 8th level. [*]Keep in mind CRs over about 4 or 5 take magic items into account, and continue to do so more and more as levels progress. This means 8th level PCs will often be challenged by CR 6 creatures. You may wish to consider increasing XP rewards if your players get annoyed with slow level progression (most won't care much, IMO). [*]Increase the caster level requirements for all item creation feats, and increase the creation costs. Alternately, remove item creation entirely. [/list] For [i]very[/i] low magic campaigns, as above plus: [list=1] [*]Paladins and Rangers only get 1st level spell progression (no higher level slots or spells). [*]Paladins lose [i]detect evil[/i] ability. Instead, they gain a supernatural ability which duplicates the effects of a [i]phylactery of faith[/i], except the ability only functions when the character spends an action contemplating his actions. [*]No clerics, wizards, sorcerers, or monks. [*]Modify the druid as follows. Remove wild shape and thousand faces. Change spell progression to adept, and change spell list to adept. Remove druidic spiritual oaths; they get simple weapons, light armor, and shields. Change hit die to d6. Remove Animal Companion, as they no longer have [i]animal friendship[/i]. Remove alignment restriction. Rename class to "mage" or somesuch. [*]No prestige classes. None. [*]No metamagic feats. [*]No item creation feats except Scribe Scroll (caster level 6th+) and Brew Potion (caster level 6th+). Item costs double. [*]Rogues lose the Use Magic Device skill. [*]Bards lose Bardic Music, [i]cure xxx wounds[/i], and switch to the Druid's skill list. Then drop Knowledge(nature) for Knowledge(arcana). Rename the class if you want, but I couldn't think of anything. [/list] Note that in the low-magic world no class is truely "bad" at combat. Even the "mage" has medium BAB and weapon and armor use. The main problem is NPC spellcasters, even dragons, all have to use mage spells. There are some other random changes that need to be made, like [i]feeblemind[/i] works well on any spellcaster, not just arcane ones. For one low-magic campaign, I allowed evil NPCs (only) to be Necromancers (Conjuration always barred). The class also got the option to become a Lich at 15th level, essentially for free (they just had to provide a phylactery). They were, by far and away, the most powerful and feared creatures. Especially since only paladins have turn undead. :) Too bad the campaign ended before it really got going. [/QUOTE]
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