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*TTRPGs General
"low" magic campaign using D&D rules
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<blockquote data-quote="Brother MacLaren" data-source="post: 3517507" data-attributes="member: 15999"><p>As many have noted, the CRs get a bit off. But perhaps the PCs can have fewer but more powerful magic items than they would otherwise. It's really about level 8-10 where the assumed magic level is high enough that you really notice its absence. So perhaps at around that point the PCs end up on some quests for unique and powerful items.</p><p></p><p>The fighter has two magic items: the Sun Blade (a unique item in this setting) and the Helm of Truth (True Seeing at will, +4 resistance bonus on Will saves, +2 deflection bonus to AC). By the book, he should have about 49,000 gp worth of stuff at 10th level. In fact, he's got quite a bit more than that, but it's consolidated in two powerful items. And these will have to last him for a few more levels. Same is true for the rest. They're over-equipped in gp value, but only have one or two magic items each. The magic items are powerful enough to be almost awe-inspiring to the characters, but even so are not game-breaking.</p><p></p><p>The wizard has the (unique) White Robe of the Archmagi and a Ring of Wizardry III.</p><p></p><p>The cleric has a Staff of Healing that in addition to the normal properties can do Cure Moderate Wounds once per day per person without expending any charges, and can use Heal for 3 charges; the staff recharges 2 charges per day. </p><p></p><p>The rogue has the Ring of the Wraith, combining the properties of Invisibility, Freedom of Movement, Mind Shielding, and Protection +3. </p><p></p><p>Given something like this, I think the PCs could do just fine. This is not low-magic-power, but it is low-magic-frequency. These were unique and powerful items that the PCs quested for. The PCs are not laden with magical trinkets.</p></blockquote><p></p>
[QUOTE="Brother MacLaren, post: 3517507, member: 15999"] As many have noted, the CRs get a bit off. But perhaps the PCs can have fewer but more powerful magic items than they would otherwise. It's really about level 8-10 where the assumed magic level is high enough that you really notice its absence. So perhaps at around that point the PCs end up on some quests for unique and powerful items. The fighter has two magic items: the Sun Blade (a unique item in this setting) and the Helm of Truth (True Seeing at will, +4 resistance bonus on Will saves, +2 deflection bonus to AC). By the book, he should have about 49,000 gp worth of stuff at 10th level. In fact, he's got quite a bit more than that, but it's consolidated in two powerful items. And these will have to last him for a few more levels. Same is true for the rest. They're over-equipped in gp value, but only have one or two magic items each. The magic items are powerful enough to be almost awe-inspiring to the characters, but even so are not game-breaking. The wizard has the (unique) White Robe of the Archmagi and a Ring of Wizardry III. The cleric has a Staff of Healing that in addition to the normal properties can do Cure Moderate Wounds once per day per person without expending any charges, and can use Heal for 3 charges; the staff recharges 2 charges per day. The rogue has the Ring of the Wraith, combining the properties of Invisibility, Freedom of Movement, Mind Shielding, and Protection +3. Given something like this, I think the PCs could do just fine. This is not low-magic-power, but it is low-magic-frequency. These were unique and powerful items that the PCs quested for. The PCs are not laden with magical trinkets. [/QUOTE]
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