Low-Magic 4E (Forked Thread: Just played my first 4E game)

Grimstaff

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Forked from: Just played my first 4E game

Ulrick said:
What I would like to know is, can 4e be run as a low magic game without seriously tweeking things, like one had to do in 3.5e?

I'd have to say very much so. Not being reliant on a cleric for healing is a huge step in the right direction for low-magic.

I'd says about the only "tweak" you need for a low or non-magic game would be:

1. Races Allowed: Human
2. Classes Allowed: Fighter, Ranger, Rogue, Warlord
3. Magic Allowed: Rituals only (or maybe add Multi-classed magic too for a little more magic).

done!
 

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Also, for really low magic:

4. Give all characters +1 / 4 levels to attack, damage, defenses.

then you don't even need the big three.

Actually, I've been wondering myself what an "E1" 4e game would be like, ie removing the "half level" bonus entirely and only gaining new powers and what not at each level as normal.

I'm not sure either would make it low magic, though. I'm not even sure if the "per half level" is even necessary at all if the monsters bonuses were also scaled back similarly.
 

Actually, I've been wondering myself what an "E1" 4e game would be like, ie removing the "half level" bonus entirely and only gaining new powers and what not at each level as normal.

Adding half your level to combat-related attributes (AC and attack rolls) only actually matters when fighting things not of your level.

If you're fighting things of higher or lower level, though, it does have an impact, so you would have to find a way to compensate for that.
 

Also, for really low magic:

4. Give all characters +1 / 4 levels to attack, damage, defenses.

then you don't even need the big three.
You also need to consider giving a basic critical damage bonus of +1D6 or so. These where added in when considering hitpoints of monsters. When at 15th level you get an extra +4D10 from a critical hit with a Staff of Power for your Wizard the damage adds up quickly. Take that away and it skews the numbers.
 

Actually, I've been wondering myself what an "E1" 4e game would be like, ie removing the "half level" bonus entirely and only gaining new powers and what not at each level as normal.

I'm not sure either would make it low magic, though. I'm not even sure if the "per half level" is even necessary at all if the monsters bonuses were also scaled back similarly.

I've been thinking along similar lines.
 

Actually, I've been wondering myself what an "E1" 4e game would be like, ie removing the "half level" bonus entirely and only gaining new powers and what not at each level as normal.

I'm not sure either would make it low magic, though. I'm not even sure if the "per half level" is even necessary at all if the monsters bonuses were also scaled back similarly.

You would break the game. the ½ level point has nothing to do with magic, and all to do with balance.

Unless you re-balance ever single monster in the game of course.

No, if you want a low-magic campaign, all you need to do is the following:
Remove all magical items from the game, as well as the rituals related to making magical items.
Give all players a stacking bonus to AC, to hit/damage and F/R/W-defenses at levels 3, 8, 13, 18, 23, 28 (for a bit more easy gaming, give the bonus at 2 levels lower than listed, for more hardcore, add 2 instead)

Cheers
 

Or, even easier...

keep it all in, and change the flavour. A +1 magic sword can still exist.. it's just well made. Cleric's healing... adrenaline surges. You may have to remove the wizard... fine. Paladin can get rejiggered a bit, but keeps the same feel, more or less.

Dwarves? Humans, just with different characteristics. Elves become slight of build celts. And so on, and so forth.
 

If you want to run not just a low magic, but low fantasy sort of game, another option is to restrict the way PCs regain healing surges. Giving back one a day or requiring medical treatment to regain surges keeps players from healing all wounds over night and can easily add a gritty feel to the game.
 

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