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Low Magic: Alternatives to "every other" spellcasting levels?
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<blockquote data-quote="apsuman" data-source="post: 1442059" data-attributes="member: 1769"><p>I read the thread and thought, who would want to play in <em>*THAT*</em> game?</p><p></p><p>Here are my ideas. </p><p></p><p>1. Make it very very hard for wizards to learn spells from other spell books or scrolls.</p><p></p><p>2. Give out fewer scrolls, and magic items that go boom.</p><p></p><p>3. Take away the Scribe Scroll feat from wizards, replace it with a free feat. Also, give sorcerers a free feat at level 1, it won't break your game, I promise.</p><p></p><p>4. Make it more prohibitively expensive to make magic items (and introduce a feat to lower the cost).</p><p></p><p>5. For divine casters, place restrictions on the spells they can cast. For example on holy days (every xth day, on holidays, special occasions, etc.) they can only cast spells that match their alinment, so only GOOD spells, or only EVIL spells.</p><p></p><p>6. Introduce "tainted" spells that have real costs to casting them. Guess what, you *FINALLY* got that Summon Monster 5 spell scribed into your spell book. But everytime you cast it, there is a chance (d%) of the spell's "author" teleporting in and having words with the person that "stole" his work.</p><p></p><p>7. No magic shops. Make very few NPCs with the feat (from above) so they have the "gift" to make magic items, and they *COST*.</p><p></p><p>8. Simply eliminate some spells. No teleport. No haste. No silence.</p><p></p><p>9. Break magic items frequently enought that players really protect them. Make sunder a common tactic. Make laval salamanders that melt even magic weapons that strike them -- when you have level 10 fighter still carrying around a MW longsword for all those mundane creatures, you will know that you are making progress.</p><p></p><p>Basically, with rare exceptions, the only spells the wizards will have are the one they get for leveling up. If you hold them to that list you will be surprized how limited they can be. I think that sorcerers already have a limitation, spells known, that keep them from being too powerful.</p><p></p><p>In both of those cases, you eliminate many problem spells, and they "problem" spells they do have you can work around. So your party's sorcerer just learned shapechange. Well, make opponents where shapechange is less of an issue.</p><p></p><p>I guess my POV is that yeah fireball is a big spell, but if you look at the damage, 8d6 at level 8, average 28, save for half and that doesn't even take into consideration the number of creatures that might have SR, or evasion and you don't really, imho, have a game stopper. In short I don't really see a problem. Now, I can see (and have seen) a problem where the 6th level wizard simply reaches into his <strong><em>vest of many pockets</em></strong> to instantaneously retrieve one of his 42 scrolls of empowered fireball scribed by a tenth level wizard and he easily makes his skill check to activate it even though it is a higher level because he is wearing his <strong><em>codpiece of magical enhancement</em></strong> and his <strong><em>headband of encreased cranial volume</em></strong>, that magage to both work on at the same time because the first increases his spellcraft skill and the later decreases the DC, oh and they are both slotless items. So what you end up with is a still fully charged wizard that is actually happier because <strong><em>that</em></strong> scroll was the one that used to have 7 spells on it and it was just taking up space.</p><p></p><p>So, short answer: change as little as possible, but put your greatest changes in spell availability and item aquisition.</p><p></p><p>At level 10 and your fighter is still using that +1 scimitar, imho, is low magic.</p></blockquote><p></p>
[QUOTE="apsuman, post: 1442059, member: 1769"] I read the thread and thought, who would want to play in [I]*THAT*[/I] game? Here are my ideas. 1. Make it very very hard for wizards to learn spells from other spell books or scrolls. 2. Give out fewer scrolls, and magic items that go boom. 3. Take away the Scribe Scroll feat from wizards, replace it with a free feat. Also, give sorcerers a free feat at level 1, it won't break your game, I promise. 4. Make it more prohibitively expensive to make magic items (and introduce a feat to lower the cost). 5. For divine casters, place restrictions on the spells they can cast. For example on holy days (every xth day, on holidays, special occasions, etc.) they can only cast spells that match their alinment, so only GOOD spells, or only EVIL spells. 6. Introduce "tainted" spells that have real costs to casting them. Guess what, you *FINALLY* got that Summon Monster 5 spell scribed into your spell book. But everytime you cast it, there is a chance (d%) of the spell's "author" teleporting in and having words with the person that "stole" his work. 7. No magic shops. Make very few NPCs with the feat (from above) so they have the "gift" to make magic items, and they *COST*. 8. Simply eliminate some spells. No teleport. No haste. No silence. 9. Break magic items frequently enought that players really protect them. Make sunder a common tactic. Make laval salamanders that melt even magic weapons that strike them -- when you have level 10 fighter still carrying around a MW longsword for all those mundane creatures, you will know that you are making progress. Basically, with rare exceptions, the only spells the wizards will have are the one they get for leveling up. If you hold them to that list you will be surprized how limited they can be. I think that sorcerers already have a limitation, spells known, that keep them from being too powerful. In both of those cases, you eliminate many problem spells, and they "problem" spells they do have you can work around. So your party's sorcerer just learned shapechange. Well, make opponents where shapechange is less of an issue. I guess my POV is that yeah fireball is a big spell, but if you look at the damage, 8d6 at level 8, average 28, save for half and that doesn't even take into consideration the number of creatures that might have SR, or evasion and you don't really, imho, have a game stopper. In short I don't really see a problem. Now, I can see (and have seen) a problem where the 6th level wizard simply reaches into his [B][I]vest of many pockets[/I][/B] to instantaneously retrieve one of his 42 scrolls of empowered fireball scribed by a tenth level wizard and he easily makes his skill check to activate it even though it is a higher level because he is wearing his [B][i]codpiece of magical enhancement[/i][/B] and his [B][i]headband of encreased cranial volume[/i][/B], that magage to both work on at the same time because the first increases his spellcraft skill and the later decreases the DC, oh and they are both slotless items. So what you end up with is a still fully charged wizard that is actually happier because [B][i]that[/i][/B] scroll was the one that used to have 7 spells on it and it was just taking up space. So, short answer: change as little as possible, but put your greatest changes in spell availability and item aquisition. At level 10 and your fighter is still using that +1 scimitar, imho, is low magic. [/QUOTE]
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