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*TTRPGs General
"low" magic campaign using D&D rules
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<blockquote data-quote="Polydamas" data-source="post: 3514574" data-attributes="member: 388"><p>Two ideas, first:</p><p></p><p>Sometimes, instead of magic items, give talents, gifts and blessings. Instead of an amulet of +1 natural armor, you've learned the technique of stone. Instead of a ring of evasion, you've received the Faerie Queen's blessing. After facing Snarg the Azure Terror in his glory, you will never be affected by dragonfear again. Just keep track of these abilities like permanent magic items. Your players and villains will still be of the same power level, but it won't be item based. These abilities can grow and change as the campaign progresses.</p><p></p><p>Second idea ( alot more work):</p><p></p><p>If you have no magic shops, you don't have to worry as much about market price for magic items. This allows you to make magic items more plot based.</p><p></p><p>"This is the ring As'vir, forged for my friend to cause his fire spells greater potency. After his death, it passed to my father. For him the ring did nothing. The lich king stole it, and with As'vir the monster's gaze was green flame that left no ash. My bethroved took it from the lich's scattered corpse at the Battle for the Mound, and it caused her to be consumed by dark fire. She screamed as her new form destroyed two armies, and in the end only this ring remained. For me, the ring protects me from the forge's flames. The mages tell me it is a random effect, but I believe it is the spirit of my beloved protecting me. I can give it to you...but I don't know how it will react. It can bring weal or woe, like all such items"</p><p></p><p>Magic items in this world are very sensitive and changeable. How they act depends on who created them, who wields them, what situations they are exposed and what they are used for. It normally takes at least two sunrises for an item to sync with a weilder, and no one can predict exactly who it will react. Further experiences may cause a bond with the weilder to deepen.</p><p></p><p>for example, an identify of the ring As'vir will reveal that it has some power over flame. If you give it to a first level character, you can choose an appropriate first level effect. as the character gains in levels, it may reveal new powers depending on the situations it is exposed to (if they are constantly hit by lightening bolts, maybe it develops a resistance to electricity as well). If a sixth level character takes the item and they under the wealth guidelines, it may fill an appropraite slot...perhaps granting the power of flame shield once a day. Slaying a dragon with it on may grant a power over elemental creatures...who knows?</p><p></p><p>However, you can allow some neat plot twists in this setting. A six year old girl might be perfectly attuned to the ring and have it manifest as a ring of fire elemental control.</p><p></p><p>A character with a craft feat can choose the abilities and power for the character they craft it for. Anyone else who uses it may get surprised (orcs should never try As'vir, as it mas made by dwarf smiths) </p><p></p><p>Spellcraft might be used to predict the effects in a rough way (no take ten or twenty, secret roll) and Use magic device can be used to try to force it to adopt a certain aspect with the wearer (offensive, defensive)</p><p></p><p>Character actions might effect the items too. Sharpening the magic blade may make it keen or vorpal, cleaning it all the time may in return grant you a charisma bonus when wielding it...</p><p>or perhaps the murder's blade will take on the aspect of cursed berserking."</p><p>with such a setting, magic items are very unpredictable, and everyone of them is potentially dangerous in the wrong hands.</p></blockquote><p></p>
[QUOTE="Polydamas, post: 3514574, member: 388"] Two ideas, first: Sometimes, instead of magic items, give talents, gifts and blessings. Instead of an amulet of +1 natural armor, you've learned the technique of stone. Instead of a ring of evasion, you've received the Faerie Queen's blessing. After facing Snarg the Azure Terror in his glory, you will never be affected by dragonfear again. Just keep track of these abilities like permanent magic items. Your players and villains will still be of the same power level, but it won't be item based. These abilities can grow and change as the campaign progresses. Second idea ( alot more work): If you have no magic shops, you don't have to worry as much about market price for magic items. This allows you to make magic items more plot based. "This is the ring As'vir, forged for my friend to cause his fire spells greater potency. After his death, it passed to my father. For him the ring did nothing. The lich king stole it, and with As'vir the monster's gaze was green flame that left no ash. My bethroved took it from the lich's scattered corpse at the Battle for the Mound, and it caused her to be consumed by dark fire. She screamed as her new form destroyed two armies, and in the end only this ring remained. For me, the ring protects me from the forge's flames. The mages tell me it is a random effect, but I believe it is the spirit of my beloved protecting me. I can give it to you...but I don't know how it will react. It can bring weal or woe, like all such items" Magic items in this world are very sensitive and changeable. How they act depends on who created them, who wields them, what situations they are exposed and what they are used for. It normally takes at least two sunrises for an item to sync with a weilder, and no one can predict exactly who it will react. Further experiences may cause a bond with the weilder to deepen. for example, an identify of the ring As'vir will reveal that it has some power over flame. If you give it to a first level character, you can choose an appropriate first level effect. as the character gains in levels, it may reveal new powers depending on the situations it is exposed to (if they are constantly hit by lightening bolts, maybe it develops a resistance to electricity as well). If a sixth level character takes the item and they under the wealth guidelines, it may fill an appropraite slot...perhaps granting the power of flame shield once a day. Slaying a dragon with it on may grant a power over elemental creatures...who knows? However, you can allow some neat plot twists in this setting. A six year old girl might be perfectly attuned to the ring and have it manifest as a ring of fire elemental control. A character with a craft feat can choose the abilities and power for the character they craft it for. Anyone else who uses it may get surprised (orcs should never try As'vir, as it mas made by dwarf smiths) Spellcraft might be used to predict the effects in a rough way (no take ten or twenty, secret roll) and Use magic device can be used to try to force it to adopt a certain aspect with the wearer (offensive, defensive) Character actions might effect the items too. Sharpening the magic blade may make it keen or vorpal, cleaning it all the time may in return grant you a charisma bonus when wielding it... or perhaps the murder's blade will take on the aspect of cursed berserking." with such a setting, magic items are very unpredictable, and everyone of them is potentially dangerous in the wrong hands. [/QUOTE]
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