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"low" magic campaign using D&D rules
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<blockquote data-quote="Baron Opal" data-source="post: 3512798" data-attributes="member: 10433"><p>A few of questions for you:</p><p></p><p>Are there hedge witches that the commoners can go to for cures, hexes and blessings?</p><p></p><p>Are there guilds of wizards, or solitary practitioners that hunt for and train apprentices?</p><p></p><p>How prevalent are clerics and / or temples? Are most “priests” clerics, adepts or experts?</p><p></p><p>Assuming for the moment that your preference is the latter in all of the above, I would recommend the following:</p><p></p><p>You make a short list of what potions and charms you want the characters to be able to buy. These are the same preparations that the commoners buy from the adepts. These will often be 0th level spells, possibly priced at 5-10 gp each. Some of these may simply give a +4 or so to the next skill check. </p><ul> <li data-xf-list-type="ul">Bandages that give +4 to a heal check.</li> <li data-xf-list-type="ul">Potions that heal 1 hp.</li> <li data-xf-list-type="ul">Potions that give +4 to the next Charisma check.</li> <li data-xf-list-type="ul">A charm that gives +1 to hit and damage for 3 rounds.</li> <li data-xf-list-type="ul">Anything else that gives a modest bonus right before you need it.</li> </ul><p></p><p>Consider that the adventuring group has a patron of some sort. A noble, bishop, elemental spirit, what have you. Once the party reaches 4-5th level, which is where I consider characters come into their own, have them granted signature items. These are what I call items that grow with the character. There’s a WotC book that goes into this, I’m sure your aware.</p><p></p><p>Build sufficient down time into the campaign so that the magicians can craft their own items. Have at least one NPC magician that will craft items. Minor items can be available for gold, wizards and priests have to eat too, major items require magic in trade. Consider allowing other characters sacrifice the xp for item creation. This will make the PC wizard or priest much more willing to make the magic widget for the other members of the party.</p><p></p><p>For items that are simply bonus items, like weapons and armor, make them masterwork items. In my campaign all +1 and +2 items are simply masterwork. Magic items are at least +3, in bonus and abilities. Coming up with a list of names for the great smiths can add some realism to it. “Ahh, a fine example of glaetyri manufacture. I didn’t know any weapons by the smith Vayde were still extant.”</p><p></p><p>For all significant items, be they magical or mundane, make an index card that you hand to the players. One side lists the powers, the other a short description and history. Nothing major, just three or four sentences. Keep tract of this info, and reference it later. “Hmf, you are a mere stripling. I could only take seriously a warrior noble enough who could bear a blade from noble Vayde himself. What do you mean ‘like this?’” It’s funny, when I did that, it made the items that much more interesting to the players. Giving them a card to hold on to and read was like they had the item. Not everyone responds to that, but it was something neat. This is only for permanent items or masterwork swords, &c. Not potions</p></blockquote><p></p>
[QUOTE="Baron Opal, post: 3512798, member: 10433"] A few of questions for you: Are there hedge witches that the commoners can go to for cures, hexes and blessings? Are there guilds of wizards, or solitary practitioners that hunt for and train apprentices? How prevalent are clerics and / or temples? Are most “priests” clerics, adepts or experts? Assuming for the moment that your preference is the latter in all of the above, I would recommend the following: You make a short list of what potions and charms you want the characters to be able to buy. These are the same preparations that the commoners buy from the adepts. These will often be 0th level spells, possibly priced at 5-10 gp each. Some of these may simply give a +4 or so to the next skill check. [list] [*]Bandages that give +4 to a heal check. [*]Potions that heal 1 hp. [*]Potions that give +4 to the next Charisma check. [*]A charm that gives +1 to hit and damage for 3 rounds. [*]Anything else that gives a modest bonus right before you need it. [/list] Consider that the adventuring group has a patron of some sort. A noble, bishop, elemental spirit, what have you. Once the party reaches 4-5th level, which is where I consider characters come into their own, have them granted signature items. These are what I call items that grow with the character. There’s a WotC book that goes into this, I’m sure your aware. Build sufficient down time into the campaign so that the magicians can craft their own items. Have at least one NPC magician that will craft items. Minor items can be available for gold, wizards and priests have to eat too, major items require magic in trade. Consider allowing other characters sacrifice the xp for item creation. This will make the PC wizard or priest much more willing to make the magic widget for the other members of the party. For items that are simply bonus items, like weapons and armor, make them masterwork items. In my campaign all +1 and +2 items are simply masterwork. Magic items are at least +3, in bonus and abilities. Coming up with a list of names for the great smiths can add some realism to it. “Ahh, a fine example of glaetyri manufacture. I didn’t know any weapons by the smith Vayde were still extant.” For all significant items, be they magical or mundane, make an index card that you hand to the players. One side lists the powers, the other a short description and history. Nothing major, just three or four sentences. Keep tract of this info, and reference it later. “Hmf, you are a mere stripling. I could only take seriously a warrior noble enough who could bear a blade from noble Vayde himself. What do you mean ‘like this?’” It’s funny, when I did that, it made the items that much more interesting to the players. Giving them a card to hold on to and read was like they had the item. Not everyone responds to that, but it was something neat. This is only for permanent items or masterwork swords, &c. Not potions [/QUOTE]
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