D&D 4E Low Magic 4E D&D

In my game, to make magic still a little numerically important is:

Level 6 - +1 to all attack rolls, damage rolls, and defenses
Level 11 - +2
16 - +3
21 - +4
26 - +5

And a magic item, rare though they might be, grants +1 to the appropriate stat. So basically all magic armor is +1 armor, which stacks with the level-based bonus above.
 

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Consider that a basic magic item -- a magic weapon, implement, armor or amulet -- that grants a flat bonus with no additional effects or powers increases its bonus like so:

+1, Level 1
+2, Level 6
+3, Level 11
+4, Level 16
+5, Level 21
+6, Level 26

So, the easy thing to do is to give the characters bonuses based on that progession.

In other words, it's an additional +1 bonus roughly every five levels to attacks, damage and defenses.

I guess unless the DM allows non-magical masterwork armor (say, +0 Godpate Armor with total Armor bonus of +14), you should add that amount of bonus, too.

Like, say,

Heavy Armor
+1, Level 1
+3, Level 6
+5, Level 11
+7, Level 16
+10, Level 21
+12, Level 26

Light Armor
+1, Level 1
+2, Level 6
+3, Level 11
+5, Level 16
+6, Level 21
+8, Level 26

Or, more variations if you want to replicate various masterwork armors which gives NAD bonus or Damage Resistance.
 

2nd level: +1 damage
3rd level: +1 attack
4th level: +1 AC
5th level: +1 FRW
(skip 6th)
7th: +2 damage
8th: +2 attack
9th: +2 AC
10th: +2 FRW
You're leaving out the extra damage magic weapons do on a crit, which is important.

So at 1st and 6th, add "Crit +1d6" and "Crit +2d6" (respectively).

Cheers, -- N
 

There is the NPC Level Bonus and Magic Threshold in the DMG pg 187 and a Monster Magic Threshold on pg 174. Are those the tables you are looking for?
 

replace magic bonuses with quality bonuses. reskinning is your friend. alternatively, use different materials (+0 sword: bronze, +1 sword: iron, +2 sword: steel) etc.
 

replace magic bonuses with quality bonuses. reskinning is your friend. alternatively, use different materials (+0 sword: bronze, +1 sword: iron, +2 sword: steel) etc.

This.

You can use 2ed AD&D crafting name conventions. Mastercrafted items have better bonuses and such, the material for equipment can also explain their inherent betterness. Tough will be giving bonuses NADs, you can give a flat bonus to everyone or use Luck charms, faith trinkets on neck slots, etc...

a good portion of magic can be made considerably less magical just by giving mundane descriptions
 
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Consider that a basic magic item -- a magic weapon, implement, armor or amulet -- that grants a flat bonus with no additional effects or powers increases its bonus like so:

+1, Level 1
+2, Level 6
+3, Level 11
+4, Level 16
+5, Level 21
+6, Level 26

So, the easy thing to do is to give the characters bonuses based on that progession.

In other words, it's an additional +1 bonus roughly every five levels to attacks, damage and defenses.

Note that the standard treasure packets provide players with magical items that are up to 4 levels higher than the level of the character. It is possible for a level 2 character to obtain a +2 item. Only if the characters try to make items for themselves are they limited to magical items of their level or lower.
 

P1nback - Whatever that article is, I read it too, so it's definitely not just in your mind!

A poke on the Internet suggests that Mike Mearls wrote an article on low-magic 4E, but I haven't been able to locate it - maybe it was in the old gleemax forums which are currently down for maintenance?
 


Here is a table I made, using heavy eyeballing. It covers the basics, and gives out the bonuses gradually to somewhat fit into how treasure might be handed out. Use at your own peril.

1:
2: +1 attack
3: +1 AC
4: +1 NADs
5: +1 attack
6: +1 AC (heavy armor only)
7: +1 NADs
8: +1 attack
9: +1 AC
10: +1 NADs
11: +1 AC (heavy armor only)
12: +1 attack
13: +1 AC
14: +1 NADs
15: +1 attack
16: +1 AC
17: +1 NADs
18: +1 attack
19: +1 AC
20: +1 NADs
21: +1 AC (heavy armor only)
22: +1 attack
23: +1 AC
24: +1 NADs
25: +1 attack
26: +1 AC
27: +1 NADs
28: +1 attack
29: +1 AC
30: +1 NADs

Remove expertise, paragon defenses, robust defenses (these are baked into the table)
Add half level as a damage bonus.
 

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