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*TTRPGs General
"low" magic campaign using D&D rules
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<blockquote data-quote="el-remmen" data-source="post: 3516547" data-attributes="member: 11"><p>And to keep things on topic, I'll re-post some of my own houserules from another recent that help me run what I consider a "moderate" magic game:</p><p></p><p>There are a variety of ways I regulate stuff, though mostly through having a pretty strong consensus among my group of that is how we want to play. Of the six current players, two would probably prefer slightly less magic, two would prefer slightly more and two are just fine. . . so it averages out and everyone is having fun, which is the important part.</p><p></p><p>As for the rules I have implemented, it would probably take its own thread to get into detail (which I might be convinced to create in House Rules if anyone is interested), but among them are:</p><p></p><ul> <li data-xf-list-type="ul">Limit the number of spells wizards learn as they advance in level (1 every 2 levels instead of 2 every 1 level)</li> <li data-xf-list-type="ul">Giving each priesthood its own custom spell list</li> <li data-xf-list-type="ul">Required training for certain class abilities, feat and skills</li> <li data-xf-list-type="ul">Magical item creation requires power components and special "recipes" - when you learn an item creation feat you are learning how to make something specific - which then can be applied to create other things with more research/time (this applie mostly to wonderous items, rings, staves) </li> <li data-xf-list-type="ul">Certain kinds of magical items can only be made by certain magic types (i.e. wands are only arcane)</li> <li data-xf-list-type="ul">Base Defense that improves AC for all classes as they advance (depending on class) to make up for lack of magic armor</li> <li data-xf-list-type="ul">A general reinforcement of the setting's view on magic. both in terms of character background, but the consequences of public abuse of magic</li> </ul></blockquote><p></p>
[QUOTE="el-remmen, post: 3516547, member: 11"] And to keep things on topic, I'll re-post some of my own houserules from another recent that help me run what I consider a "moderate" magic game: There are a variety of ways I regulate stuff, though mostly through having a pretty strong consensus among my group of that is how we want to play. Of the six current players, two would probably prefer slightly less magic, two would prefer slightly more and two are just fine. . . so it averages out and everyone is having fun, which is the important part. As for the rules I have implemented, it would probably take its own thread to get into detail (which I might be convinced to create in House Rules if anyone is interested), but among them are: [list] [*]Limit the number of spells wizards learn as they advance in level (1 every 2 levels instead of 2 every 1 level) [*]Giving each priesthood its own custom spell list [*]Required training for certain class abilities, feat and skills [*]Magical item creation requires power components and special "recipes" - when you learn an item creation feat you are learning how to make something specific - which then can be applied to create other things with more research/time (this applie mostly to wonderous items, rings, staves) [*]Certain kinds of magical items can only be made by certain magic types (i.e. wands are only arcane) [*]Base Defense that improves AC for all classes as they advance (depending on class) to make up for lack of magic armor [*]A general reinforcement of the setting's view on magic. both in terms of character background, but the consequences of public abuse of magic [/list] [/QUOTE]
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