low magic campaign

noretoc

First Post
My last game was very magic intensive. At level ten all the players had some great magic. The challenge was still there, but I want the next one to be diff. I am going to run a low magic campaign. I want to do some more with skills however. Does anyone have idea on how skill can be more useful (ex healing herbs, alchemy, crafting exquisite weapons.) I know WOT has rules for crafting masterpiece weapons, but I can't see paying the full price of the book just for that. Any suggestions would be appreciated.
 

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Well, the rules for crafting MW weapons are in the PHB. You can easily have the Heal skill heal hp with certain DCs. Alchemy rules are also easy to create, depends on what you want them to do.

By Low Magic, what do you want?
 

There are lots of ways to tailor your world for Low Magic; The question is, how low?

I've found the best thing I've done for my Low Magic campaign is to use Wounds & Vitality; Cuts dependance for Clerical Healing down to about zilch.
 

By low magic I mean mostly little magic items. There will still be spells plenty, but +1 sword will be real hard to come by. I am looking mostly to see if anyone has come up with any good crafting system (how Tough it is to use metals like mitril, etc) and increasing the efectness of a weapon by crafting rather than magic.
 

Well, my method for reducing magic items was to impose Sympathetic Enchantment, meaning that the spellcaster must do the actual item crafting. Not too many Wizards are skilled in the smithy, after all. By requiring that they be skilled in the manufacture of ink (scrolls & tomes), jewelry (amulets, rings, necklesses, etc.) and so forth, both the time and skill requirements reduce the amount of items that PCs make and justifies a lower amount of items being found.

Adding to the prereqs for item creation is also a reasonable method, such as +50% caster Level (Caster Level 6 becomes Caster Level 9 and so forth).

Another trick is to wait until middle levels (8th or so) before handing out magical weapons, but then give good ones (+3 to +5) as these will likely be the only ones they get. In this manner, you don't have to keep introducing "upgrades" for their weapons.

An alternative to this is leveled magic items, although I don't care for that method myself.

One issue you may have is that with magic protection being rare, magic casting characters (PC and NPC) and magic using creatures become more potent (amount depending on the individual creature or character, but it will happen). Also, lower magical weapons increases the defensive capability of Damage Reduction.

Now, exotic/potent materials is covered in Magic of Faerun. I don't have it myself, but it might be what you're looking for, or a step in that direction.

Crafting wise you may consider stackable master-work, but doing so should be kept expensive and difficult. Also, master-work doesn't overcome DR, so that's mostly a low- to mid-level solution unless you keep DR rare and low-powered.

That help at all?
 
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If you want to cut magi items - the "doubling the base cost" rule works nicely.

Take the "market value" of all the items in the DMG and double it - outright. Remember to do this when assessing the costs of equipment to NPC's as well. This stops "toy proliferation" without hurting spellcasters - by REALLY cutting down on the "toys" around.
 

Wouldn't you have to double the cost associated with creating the item as well, though?

Don't get me wrong, I like it; It just seems like a half-measure by not altering the cost listed in the creation.
 

The only problem with a low magic campaign is that one wizard can flood the market with as many magic items as he wants to. It will take him while and cost him XP, but he could make alot of Gold off of it.
 

Wouldn't you have to double the cost associated with creating the item as well, though?


um... if the actual base costs were all doubled... why would this NOT happen?

the cost of creation is 1/2 base price +1/25 th the xp cost.

The cost of creation is ALWAYS relative to the base costs. This is the most common mistake I see in people who want to run a "low magic" game.
 

Ah. sorry (looking at it from the Feat side).

Milo: It's only a problem if the DM doesn't take steps in making MI Creation more difficult or much slower. Having been running a low magic campaign for 5 years, I've yet to see it happen, even after conversion to 3E.
 

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