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"low" magic campaign using D&D rules
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<blockquote data-quote="S'mon" data-source="post: 3512849" data-attributes="member: 463"><p>I'll agree with everyone else. I'd suggest that as well as changing NPC demographics you half XP awards - PCs advance at half rate, but they still advance relative to the rest of the world, because in the low-magic world the Wiz-10 is top guy, not Wiz-20. 3e after 10th is inherently very high-magic and can still be run, but treated as Epic; you may want to invest in a 3.0 Monster Manual though since in 3.5 Outsiders got a big power boost; the 3.0 Balors et al are fightable by a 10th level party. </p><p></p><p>When running published adventures with half XP, you need to take account of the assumed advancement rate within the module by starting PCs higher level; eg Vault of Larin Karr is 4th-9th, assumes PCs will level up 5 times in the module. You can start PCs off ca 6th-7th instead and let them level up 2-3 times during the module, maybe boosting the early encounters a little, but you don't need to boost treasure.</p></blockquote><p></p>
[QUOTE="S'mon, post: 3512849, member: 463"] I'll agree with everyone else. I'd suggest that as well as changing NPC demographics you half XP awards - PCs advance at half rate, but they still advance relative to the rest of the world, because in the low-magic world the Wiz-10 is top guy, not Wiz-20. 3e after 10th is inherently very high-magic and can still be run, but treated as Epic; you may want to invest in a 3.0 Monster Manual though since in 3.5 Outsiders got a big power boost; the 3.0 Balors et al are fightable by a 10th level party. When running published adventures with half XP, you need to take account of the assumed advancement rate within the module by starting PCs higher level; eg Vault of Larin Karr is 4th-9th, assumes PCs will level up 5 times in the module. You can start PCs off ca 6th-7th instead and let them level up 2-3 times during the module, maybe boosting the early encounters a little, but you don't need to boost treasure. [/QUOTE]
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