• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

Limiting classes

  • Thread starter Thread starter Sunseeker
  • Start date Start date
S

Sunseeker

Guest
Though I usually run 4th or 3.X/Pathfinder hybrid games, I figure this applies to D&D (or any RPG really) in general. Since I don't run published material, I make all my own settings and I have been considering a low to non-magical apocalyptic setting and I would like advice and opinions on limiting classes due to that.

The basic concept is that for whatever reason, magic is nearly gone, and that is somehow linked to the fact that all life in the world is almost gone as well. Magical beasts are thought to be entirely extinct, and the more in touch one is with magic, the more affected by the "magic drought". So I'm aiming to basically disallow magical classes. Realize this is easier in 3.X because it doesn't have 4e's non-magic "spell-like" powers. Still, 4th is my preferred addition, so if you've got more 4th-angled ideas, I'd appreciate it over non-4th-specific ideas.

I am not sure if I want to eliminate divine magic, because I like the idea that divine (and conversely unholy) powers don't use the traditional magical "ether" that otherwise flows through the world. If you've got a good reason to or not to, by all means let me know.

Dark Sun treads along these lines, but is not the particular direction I want to go.

Anyway, teal deer: thoughts on class restrictions in a low-to-non-magical apocalyptic setting?
 

log in or register to remove this ad

In terms of game balance, 4e has all the tools you need. It has healing surges and martial healing, probably the first thing that comes to mind. It has inherent bonuses which actually work.

Alas, there are no (good) non-magical controllers. You're also severely limiting the type of opponents PCs can face. Even if you use no magical monsters, you're also using no casting NPCs.

No, this is not easier in 3.x. It would be far harder. There's no good inherent bonus system, no reasonable non-magical healing, and the majority of classes use magic.
 

IMO 4e makes your concept more viable than 3e on the face of it, because limiting power sources accomplishes some of your goals immediately. Specifically, it sounds like you want to remove the Arcane power source, and the classes it uses. This removes wizards, sorcerors, warlocks etc the flashy offensive spellcasters. You may or may not want to remove the Primal power source as well.


Depending on your vision, you may want to limit some or all of the divine classes and their powers e.g. the Invoker is the most wizard-like of the divine classes

4e has healing surges, and martial healing which both make non-magical worlds more viable. It would be possible to have only the martial power source and still have a functional game, with a much reduced selection of classes. Some of the less flashy caster classes might still be viable e.g. skald bard, but the more limitations you pile on them the less viable they will be.

I don't understand exactly what you mean by non-magic "spell-like" powers, but look-and-feel is inherently subjective, you will need to make specific rulings on powers that violate the feel you are aiming for, possibly including reflavouring and reskinning powers.

When removing stuff from PCs, it's easy to accidentally make them non-viable, so I would definitely allow flexibility in people rebuilding their PCs or changing them entirely.
 
Last edited:

Here is my first thought:

Is the WORLD low-magic, or is the PCs low-magic?

The difference is basically: "Do the PCs have access to magic/spellcasting classes, or are magical classes only rare NPCs?" The second question is "How supernatural are the abilities of PCs?" Both of these are important questions since they determine how "mundane" PCs can be.

Let me take them in descending order

PCs have limited caster-choices:
* Eliminate Druid, Cleric, Wizard. Replace them with Sorcerer and some divine spontaneous caster (Mystic, Favored Soul, Oracle). The reason is simple: spontaneous casters have limited pools of magic so they tend to not be able to find a magic spell at every answer (we got diseased? I'll memorize remove disease tomorrow). They also get spells slower.
* Alter spellcasting from the ranger and paladin; examples of replacements include limiting their spells known (the hexblade has a chart of spells known in Complete Warrior, use that) or use the spell replacement powers from CW. Alternately; remove paladin (or make it a prestige class) and replace ranger with scout (Complete Adventurer).
* Bard can become a prestige class or be removed.
* Remove access to Item Creation Feats. None whatsoever. You can go further and limit spell focus, metamagic, or eschew materials, but that's your call.

PCs have no casters:
* Obviously, no bard, cleric, druid, sorcerer, wizard. Your call on paladin/ranger, but I'd probably ban paladin and replace ranger with scout.
* Consider using Reserve Healing or Vitality/Wound from Unearthed Arcana
* Additionally, some martial-heavy classes (knight, swashbuckler, samurai, ninja, scout) might be a good way to round out the martial choices, depending on your setting.

PCs have no supernatural abilities
Eh, I wouldn't do this, but...
* Remove Barbarian, Monk, Ranger, Paladin in addition to all casters. This pretty much leaves Fighter and Rogue as your own options, unless you expand it with Swashbuckler and Scout.
* REALLY CONSIDER Vitality/Wound, and maybe Armor as DR options from UA
 

* Alter spellcasting from the ranger and paladin; examples of replacements include limiting their spells known (the hexblade has a chart of spells known in Complete Warrior, use that) or use the spell replacement powers from CW. Alternately; remove paladin (or make it a prestige class) and replace ranger with scout (Complete Adventurer).

If going spellless for paladin and ranger, I would recommend the paladin and ranger variants from Complete Champion that give up spellcasting for bonus feats.
 

Sounds perfect for a martial-only 4e game. No problem.

IMHO this kind of thing works far better with 4e than with any other version of the game.
 

Thanks for all your replies, my thoughts get more refined as the post goes on, and if you have any further suggestions, please do tell, this is really helping. I'm usually the DM who runs high-magic "whacky" parties where pretty much anything goes.

In terms of game balance, 4e has all the tools you need. It has healing surges and martial healing, probably the first thing that comes to mind. It has inherent bonuses which actually work.
I do love inherent bonuses, but I haven't thought of what to make of martial healing. I want there to be a strong sense of desperation in the world, so I do want healing to be a very limited resource.

Alas, there are no (good) non-magical controllers. You're also severely limiting the type of opponents PCs can face. Even if you use no magical monsters, you're also using no casting NPCs.
Well, I write most of my NPCs from scratch, but there will be magical encounters at times, but with how rare magic will be I want players to consider that killing may not be the best option.

IMO 4e makes your concept more viable than 3e on the face of it, because limiting power sources accomplishes some of your goals immediately. Specifically, it sounds like you want to remove the Arcane power source, and the classes it uses. This removes wizards, sorcerors, warlocks etc the flashy offensive spellcasters. You may or may not want to remove the Primal power source as well.

Depending on your vision, you may want to limit some or all of the divine classes and their powers e.g. the Invoker is the most wizard-like of the divine classes.
At this point I'm thinking that in-story "learned" arcane magic draws from the local magical ether for it's effects, books just teach you how to do so. Sorcery does as well but from a natural skill way. Granted magic, such as divine magic or pacts with otherworldly beings works differently, either they are giving you some of their power, or allowing you to funnel power through them. I think it plays up the "people are desperate" angle that even average Joes are attempting to make demonic or fey pacts (though few are successful and most just get the short stick of the deal).

4e has healing surges, and martial healing which both make non-magical worlds more viable. It would be possible to have only the martial power source and still have a functional game, with a much reduced selection of classes. Some of the less flashy caster classes might still be viable e.g. skald bard, but the more limitations you pile on them the less viable they will be.

I don't understand exactly what you mean by non-magic "spell-like" powers, but look-and-feel is inherently subjective, you will need to make specific rulings on powers that violate the feel you are aiming for, possibly including reflavouring and reskinning powers.

When removing stuff from PCs, it's easy to accidentally make them non-viable, so I would definitely allow flexibility in people rebuilding their PCs or changing them entirely.
-I think my initial aim is going to be figuring out which classes don't exist at all, and then which classes are simply limited.

-As it stands, Wizard, Druid, Shaman, Sorcerer, Warden, Seeker, and all their variants are out. Not sure how I feel about the Barbarian, it's a primal power source, but in an apocalyptic setting I'd wager Barbarians would become a big thing.

-I would like to remove Arcana as a skill, at least as a base-class skill, since as taught-magic is all but lost, there's noone to teach you about magic stuff. It may be something I'll allow people to pick up through their adventures, basically "learning on the fly" or rediscovering these lost secrets, but otherwise I don't see why people should be trained to identify magic when there isn't any.

-I'm not sure what to think about psions. 4e describes it as "psionic magic" and they are ritual casters, I think I'll probably limit the available psionic classes.

I'm also planning on limiting party composition. Those who still have magic, either through otherworldly pacts or divine grace don't travel much, and when they do it's with their fellows, not random outsiders. Since I make my groups discuss their party comp anyway, I don't think this'll be an issue. 1/3 or maybe 1/4 can be a magical class (from what is available). Otherwise the entire party must be magical (and there'll be issues with thism friend/foe faction things) and must all be from the same type of magic. So they're either all barbarians, all warlocks/assassins, paladins/clerics/other divine. I think along those lines I'll limit clerics and paladins to divine-only parties.

Here is my first thought:

Is the WORLD low-magic, or is the PCs low-magic?

The difference is basically: "Do the PCs have access to magic/spellcasting classes, or are magical classes only rare NPCs?" The second question is "How supernatural are the abilities of PCs?" Both of these are important questions since they determine how "mundane" PCs can be.
The world is low magic, and so are the PCs as members of the world.

Let me take them in descending order

PCs have limited caster-choices:
* Eliminate Druid, Cleric, Wizard. Replace them with Sorcerer and some divine spontaneous caster (Mystic, Favored Soul, Oracle). The reason is simple: spontaneous casters have limited pools of magic so they tend to not be able to find a magic spell at every answer (we got diseased? I'll memorize remove disease tomorrow). They also get spells slower.
* Alter spellcasting from the ranger and paladin; examples of replacements include limiting their spells known (the hexblade has a chart of spells known in Complete Warrior, use that) or use the spell replacement powers from CW. Alternately; remove paladin (or make it a prestige class) and replace ranger with scout (Complete Adventurer).
* Bard can become a prestige class or be removed.
* Remove access to Item Creation Feats. None whatsoever. You can go further and limit spell focus, metamagic, or eschew materials, but that's your call.
I would likely use some of the available Pathfinder archetypes if I go 3.X to replace the spellcasting component to several of these classes. Bards, Rangers and Paladins have some good options that have no magic, or highly limited magic. I'd definitely remove metamagic feats, or perhaps increase their spell-level adjustments.

PCs have no casters:
* Obviously, no bard, cleric, druid, sorcerer, wizard. Your call on paladin/ranger, but I'd probably ban paladin and replace ranger with scout.
* Consider using Reserve Healing or Vitality/Wound from Unearthed Arcana
* Additionally, some martial-heavy classes (knight, swashbuckler, samurai, ninja, scout) might be a good way to round out the martial choices, depending on your setting.
I'll have to look into VP/Wound systems from UA, I'm not familiar with them, but if there's a useful D20 VP/wound system that's portable and largely standalone, I might nail it on regardless of what system I use. I will also definitely provide martial-variant classes as available so that people can flesh out their styles a little better.

Sounds perfect for a martial-only 4e game. No problem.

IMHO this kind of thing works far better with 4e than with any other version of the game.
Well so far that's what I seem to be hearing, which is great to me since it's my favored edition.

So right now I'm thinking here's what people will have available to them:
Fully available: Knight/Slayer, Fighter, Ranger, Rogue, Warlord* .
Limited**: Paladin, Cleric, Warlock, Assassin, Psion(standard Psion only), Barbarian
Removed: Ardent, Artificer, Avenger, Bard, Druid, Invoker, Monk, Runepriest, Seeker, Shaman, Sorcerer, Swordmage, Warden, all variants of them.

I'll probably start at level 3 and go through all the paragon paths later, but I think that leaves a good feeling that the learned-magic classes are basically lost to time, while granted-magic users keep to themselves, and everyone else fights the old fashioned way.

*barbarian party may have 1 Warlord.
**To 1/4 (only one person out of every 4 players may be one of these classes) or full-party same-source only.

Now, because the world is low magic, and this is affecting all life, I'm faced with limiting races now too. At least that should be easier.
I'm thinking:
Fully available: Human, half-elf, half-orc, halfling, elf*
Limited or full-party only (4e specific list): Changeling, deva, dragonborn, dwarf**, rarer elf varaiants (Sun, Moon, Drow, etc.), eladrin, gnome, Goliath, Kalastar, orc, shifter, tiefling.
Removed: everything else.

*4e technically says elves are a "fey" creature, but they're standard enough in fantasy I think I can let it slide and push Eladrin into the more "magical elf" box.
**due to massive seismic activity, the great dwarven kingdoms were destroyed, leaving dwarves on the edge of extinction, thus, they are rare....not that most of the world isn't on the edge of extinction, but even saving the world may not save the dwarves.
I'd like to trim this list down further.
 
Last edited:

The world is low magic, and so are the PCs as members of the world.

I guess this boils down to the "PCs are special" idea. For example, you might allow a PC to be a sorcerer, but he might be the only sorcerer in entire kingdom. This makes the setting VERY low magic and he's a special snowflake in the world, but technically you haven't limited the PCs choices per se. You can have a party with a fighter, cleric, mage, and rogue (the classic party) yet they are unique by being the ONLY real spellcasters in dozen mile radius.

I would likely use some of the available Pathfinder archetypes if I go 3.X to replace the spellcasting component to several of these classes. Bards, Rangers and Paladins have some good options that have no magic, or highly limited magic. I'd definitely remove metamagic feats, or perhaps increase their spell-level adjustments.

Having seen a bit more, I can say you are better off with Barbarian, Fighter, Knight, Rogue, Scout and Swashbuckler as base classes, allowing Spontaneous (Sorcerer/Mystic) as specials, and then making ranger, paladin and bard Prestige classes.

I'll have to look into VP/Wound systems from UA, I'm not familiar with them, but if there's a useful D20 VP/wound system that's portable and largely standalone, I might nail it on regardless of what system I use. I will also definitely provide martial-variant classes as available so that people can flesh out their styles a little better.

Have a looks at them: http://www.d20srd.org/indexes/variantAdventuring.htm
 

Thanks for all your replies, my thoughts get more refined as the post goes on, and if you have any further suggestions, please do tell, this is really helping. I'm usually the DM who runs high-magic "whacky" parties where pretty much anything goes.


I do love inherent bonuses, but I haven't thought of what to make of martial healing. I want there to be a strong sense of desperation in the world, so I do want healing to be a very limited resource.

I'm sure others have different experiences, but IME, waiting for PCs to naturally heal up just gets tedious. I would suggest looking up d20 Modern's Surgery rules. It's great out of combat healing. (It's a bit like the newest Gamma World. Fights are deadly, but there's still no barriers to adventuring.)

Well, I write most of my NPCs from scratch, but there will be magical encounters at times, but with how rare magic will be I want players to consider that killing may not be the best option.

I don't get it. You can write your NPCs from scratch, but they can't be non-magical controllers, and my post didn't say anything about "kill all the time". Controllers are probably the least deadliest role (since they do so little damage to make up for the crippling).
 

If I were doing this with d20, I'd go straight for Iron Heroes. It's really designed for this sort of thing and works more or less out of the box.

I think it could also work pretty well for Pathfinder, assuming you have replacement archetypes on hand for ranger and paladin.

It should work close to normal play for that edition with 4e. But that poses the question "Do you want it to play normal or actually be different in play?" Because if you want it to actually play out differently, 4e may not be the right option.

Cheers!
Kinak
 

Into the Woods

Remove ads

Top