Low Magic campaign

EvilGM

Explorer
I need your help. I'm toying with the idea of starting another campaign.

I'm thinking its going to be a low-magic campaign using the Grim N Gritty Hit Point Rules. Character wealth will be low, and I imagine the survivability will be low - at least until they figure out how nasty the GnG rules are.

Obviously, this campaign will focus on roleplaying above all else. The characters start off as everyday citizens, but soon their world will be turned upside down. I haven't finalized the whole plot sequence, but it will be something like your typical Shannara/LoTR/etc. story - i.e. they get roped into an epic campaign.

If you would take the time to read through the information below and offer suggestions/fixes, I would appreciate it.

~~~~

Everyone starts out as a human (of the player's sex) in a small village.

The village is surrounded by a lush forest. The village's prime source of income is lumber - followed by small (and not so small) game hunting. Many of the local hunters also serve as militia in times of need.

Magic is whispered of in taverns, but few know any who practice it - it is mostly forgotten.

You may know more depending on your knowledge ranks.

If you wish to advance in the world, you must find someone to apprentice under or train you.

Human properties
+4 skill points at 1st level, +1 skill point each level beyond 1st
bonus feat at 1st level
+4 to ability score(s), in any combination

Ability Scores
All ability scores start at 8. Add 1d6 to each ability score.

Choose one of the following classes for your character:


Commoner level 1
You are a simple farm hand, perhaps a worker or an apprentice to a skilled tradesman. You are young and inexperienced, but you have potential.

Starting age 15 (minimum)
+1 Intelligence
+1 Strength OR Dexterity OR Constitution OR Wisdom OR Charisma
HP = CON score
+0 Defense
BAB +0
all saves +1
( 2 + Int mod ) x 4 skill points
Class skills: Climb (str), Craft (int), Handle Animal (cha), Jump (str), Listen (wis), Profession (int), Ride (dex), Spot (wis), Swim (str), Use Rope (dex)
+ 2 ranks in Knowledge (local)

Proficient with 1 simple weapon - not proficient with weapons, armor, or shields

Bonuses
+1 feat at 2nd level
+1 ability point at 2nd level

Starting Equipment
peasant outfit
backpack (2wt)
flint and steel
common lamp (1wt)
belt pouch (3wt)
1d4 trail rations (1wt)
sack (0.5wt)
1d4 torches (1wt)
waterskin (4wt)

shovel (8wt)
OR spade (8wt)

1d4 daggers (1wt)
OR light mace (6wt)
OR quarterstaff (4wt)
OR 1d3 shortspears (5wt)
OR 1d6 halfspears (3wt)
OR club (3wt) and sling (0wt) with pouch of 10 bullets (1wt)

Starting Money
2d10 silver pieces (freely convert into other coins at character generation)


Expert level 1
You have spent many years honing your craft and becoming quite proficient. You are a tradesman for the town, turning a small profit. You may have a certain level of respect or notoriety in your area.

Starting age 27 (minimum)
+1 Intelligence OR Wisdom OR Charisma
HP = CON score
+1 Defense
BAB +0
Will save +2
( 6 + Int mod ) x 4 skill points
Class skills: Choose any 10, up to 2 of which can be exclusive - at least one must be Craft OR Profession
+ 4 ranks to freely distribute to Appraise OR Knowledge (geography OR history OR local OR nature OR nobility), in any combination

Proficient with simple weapons and light armor

Starting Equipment
any commoner weapon
belt pouch (3wt)
1d4 sacks (0.5wt)
1d4 torches (1wt)
waterskin (4wt)
hooded lantern (2wt)
1d6 flasks of oil (1wt)

artisan's outfit
OR scholar's outfit
OR traveler's outfit

leather armor (15wt)
OR courtier's outfit

kit (5wt) (climber's, disguise, healer's, etc.)
OR tools (5wt) (artisan's, thieves', etc.)
OR musical instrument (3wt)

10' of chain (2wt)
OR crowbar (5wt), grappling hook (4wt) and 50' hemp rope (10wt)
OR very simple lock (1wt)
OR small steel mirror (0.5wt)
OR 10 sheets of paper, ink (1wt) and pen; signet ring, sealing wax (1wt)
OR 50' silk rope (5wt), 4 pitons (0.5wt), and hammer (2wt)
OR flask of acid (1wt)
OR flask of alchemist's fire (1wt)
OR flask of holy water (1wt)

Starting Money
20 + 4d6 gold pieces (freely convert into other coins at character generation)
1d4 gems worth 10 gold pieces each.

Note: Any commoner working for you receives +1d6 gold pieces starting money
You may take others as apprentices in your chosen field(s).


Warrior level 1
You have seen some battles and survived to tell the tale. You are: village militia OR a freelance mercenary OR the bouncer at the tavern OR ?

Starting age 17 (minimum)
+1 to Strength OR Dexterity
+1 Constitution
HP = CON score +1
+2 Defense
BAB +1
Fort save +2
( 2 + Int mod ) x 4 skill points
Class skills: Climb (str), Handle Animal (cha), Intimidate (cha), Jump (str), Ride (dex), Swim (str)

Proficient with simple and martial weapons, armor (light and medium), and shields

Starting Equipment
backpack (2wt)
bedroll (5wt)
blanket (3wt)
flask of hard liquor
belt pouch (3wt)
1d6 trail rations (1wt)
whetstone (1wt)
large rag (1wt)

leather armor (15wt) and buckler (5wt)
OR studded leather (20wt) and small wooden shield (5wt)
OR hide armor (25wt) and large wooden shield (10wt)
OR scale mail (30wt)

shortbow (2wt) and 2 quivers of 20 arrows (3wt)
OR heavy crossbow (9wt) and 5 bolts (1wt)
OR light crossbow (6wt) and quiver of 10 bolts (1wt)
OR 1d3 slings (0wt) and pouch of 50 bullets (5wt)
OR 2d4 halfspears (3wt) and any commoner weapon choice

long sword (4wt)
OR battleaxe (7wt)
OR trident (5wt)
OR warhammer (8wt)
OR glaive (15wt)
OR morningstar (8wt)
OR ranseur (15wt)
OR heavy mace (12wt)
OR short sword (3wt)
OR heavy flail (20wt)
OR 2 handaxes (5wt)
OR longspear (9wt) and any commoner weapon choice
OR sap (3wt) and any commoner weapon choice
OR spiked gauntlet (2wt) and any commoner weapon choice

Starting Money
4d6 gold pieces (freely convert into other coins at character generation)

You can freely convert heavy weapons into light at character generation.

Note: If there are two Warriors, one has manacles (2wt).
You have a chance to train others in the use of a particular feat from the Warrior bonus list (if you have that feat).


FEAT POOL
You many only take the following feats: Alertness, Ambidexterity, any Armor Proficiency, Blind-Fight, Dodge (Mobility, Spring Attack), Discipline, Endurance, Forester, Great Fortitude, Improved Initiative, Improved Unarmed Strike, Iron Will, Lightning Reflexes, Luck of Heroes, Martial Weapon Proficiency, Point Blank Shot (Far Shot, Precise Shot, Shot on the Run), Run, Shield Proficiency, Simple Weapon Proficiency, Skill Focus, Strong Soul, Survivor, Toughness

In addition, Warriors may choose from the following list: Blooded, Combat Reflexes, Exotic Weapon Proficiency, Expertise (Improved Disarm, Improved Trip), Improved Critical, Power Attack (Improved Bull Rush), Quick Draw, Weapon Focus

In addition, Experts may choose from the following list: Education, Mercantile Background
 

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The beauty of a campaign like this is that you never run out of challenges for the PC’s. Even goblins remain threatening as the characters advance and the BBG’s are always and forever BIG!

I’m running a fairly typical semi-low magic campaign right now, with characters approaching 12+ levels, and it’s getting noticeably more and more difficult to challenge them, even with fairly powerful monsters. Slaad shouldn’t be looked down upon, you know what I mean?

Anyways, thanks for pointing out the Grim & Gritty rules. They look very well thought out. Perhaps my next campaign will see them used.

The Doctor
 

EvilGM said:
Everyone starts out as a human (of the player's sex) in a small village.

. . .

If you wish to advance in the world, you must find someone to apprentice under or train you.

. . .

Choose one of the following classes for your character:

Commoner level 1
You are a simple farm hand, . . .

Just a couple of quick comments:

While I can see the desire to start everyone out as human (elevating other races to a more mythical level), I’m not so sure I’d place the sex restriction on any good role player. I’d let Bob play Beth if he really wanted to.

Regarding training, I’ve always had a bit of a beef with this concept. After all, how did the first ___ learn his craft if the first ___ didn’t have a trainer to show him the ways? Many people are self-taught, and PC’s should be no exception. Perhaps you might give a 20% EXP penalty to characters that aren’t studying under a trainer, or a bonus to those who are, rather than disallowing it altogether. Maybe such a penalty should be tied to their INT score.

Lastly, while it appears that you’ve made some effort to make Commoners more attractive as a class, I can’t see why anyone would want to advance as one. If you’re set on using them, than perhaps this class could be tied to the issue of training; those without trainers can only advance as commoners? Just a thought.

Will this be a fantasy campaign, or a far-future SF game as described in the Sleeping Imperium sight?
 

Trust me, the guys I play with cannot do justice to a female character.

Regarding the Commoners... I've had trouble making this one attractive to choose. Oh, there is no advancement for any of these classes. They must seek trainers OR they could pursue their own studies. The commoner bonus feat and ability point are given when they acquire their second level (in any class). Also, commoners may be the only class that could possibly learn magic or other such things. Basically, they are sacrificing the present for the future. I'm not sure if anyone will play them in such a dangerous world however.

I think I need to take a good look at a training system.

Thanks for your comments Dr.Dan
 

Hey

In GnG, hit point damage reflects actual physical damage to a character, rather than the abstract "wearing down" in normal DnD combat. Since this is the case, there really isnt a need to give Warriors bonus HP over the other classes - they arent made of a harder material, after all, and any training they have to avoid being hit should be reflected in their Defense rating. Also, since all Warriors have a +1 bonus to CON they are effectively starting with +2 HP (big deal in DnD, but with GnG that is tremendous).

To make the Commoner class a little more attractive, I'd drop the +1 to INT and one other stat, and make it two +1 that can be added to any stat. Allowing them to stack might push them over the top, but that's your call.

I ran a very similar Ravenloft campaign, using modified CoC rules for magic. It was loads of fun, but you really have to watch out that you dont TPK. The CR/ECL system is almost useless in this type of campaign.

-Matt
 

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