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Low magic rulebook anyone?
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<blockquote data-quote="MThibault" data-source="post: 465833" data-attributes="member: 7971"><p>If you are looking for accross the board compensation for taking away the magic items there are two main ways (off the top of my head) to approach the problem. </p><p></p><p>1) Change Monster CRs. At low levels, equipment isn't much of a factor so there isn't any change needed. As levels increase, equipment becomes more and more important to the balance. A Fi 20 without a +5 Keen Flaming Burst Sword, and +5 armor and shield is probably a few levels behind in pure combat ability. The lack of other types of magic to boost saves, increase mobility, resist energy effects, enchantments or whatever drags him down another few increments of power. So at low levels (levels 1-4), I would leave CRs as is but by high levels (level 17 or so) I would hike them up by +3 or +4. CR isn't a finely honed instrument so there will always be a judgement call, unfortunately.</p><p></p><p>2) If you still want players to be able to go after the big dragons and demons at high levels then you are going to have to increase the class-powers. Call them extraordinary abilities if you want, or just leave them un-names like BAB or base saves.</p><p></p><p>An AC bonus, by class and level, is a start. You won't need your rings, bracers and magic armor and shields as much if you get a significant compensation through the simple act of leveling up. Likewise a faster rate of ability score increases -- again I would start this progression as normal and then speed it up after level 6 -- will compensate by granting better attacks and damage, more bonus spells and higher spell DCs, and better Skill modifiers without magical assistance. Finally, I would start adding in optional class abilities that are available after level 6. These will allow character customization as well as pure power increases. These powers should focus on non-combat, non-spellcasting powers as compensation for the lack of wonderous items and rings that make a party extremely versatile. One significant power every other level starting around level 7 should allow your monk to have a effects such as a Boots of Striding and Springing, Gloves of Swiming and Climbing and Cloak of Hiding by around level 11. She won't have the actual items, but she naturally gain the power that is associated with them.</p><p></p><p>The second option is sort of a low-magic/high-heroism version. If you don't want the players to be doing the things that magic usually allows then just increase the CRs and take the power away from the PCs. Or you might want to combine the two options and only increase the CRs a little bit and give the PCs a Power every 3 levels.</p><p></p><p>This is all off the top of my head, more or less, so take the details with a grain of salt. It really needs more development.</p><p></p><p>Cheers.</p></blockquote><p></p>
[QUOTE="MThibault, post: 465833, member: 7971"] If you are looking for accross the board compensation for taking away the magic items there are two main ways (off the top of my head) to approach the problem. 1) Change Monster CRs. At low levels, equipment isn't much of a factor so there isn't any change needed. As levels increase, equipment becomes more and more important to the balance. A Fi 20 without a +5 Keen Flaming Burst Sword, and +5 armor and shield is probably a few levels behind in pure combat ability. The lack of other types of magic to boost saves, increase mobility, resist energy effects, enchantments or whatever drags him down another few increments of power. So at low levels (levels 1-4), I would leave CRs as is but by high levels (level 17 or so) I would hike them up by +3 or +4. CR isn't a finely honed instrument so there will always be a judgement call, unfortunately. 2) If you still want players to be able to go after the big dragons and demons at high levels then you are going to have to increase the class-powers. Call them extraordinary abilities if you want, or just leave them un-names like BAB or base saves. An AC bonus, by class and level, is a start. You won't need your rings, bracers and magic armor and shields as much if you get a significant compensation through the simple act of leveling up. Likewise a faster rate of ability score increases -- again I would start this progression as normal and then speed it up after level 6 -- will compensate by granting better attacks and damage, more bonus spells and higher spell DCs, and better Skill modifiers without magical assistance. Finally, I would start adding in optional class abilities that are available after level 6. These will allow character customization as well as pure power increases. These powers should focus on non-combat, non-spellcasting powers as compensation for the lack of wonderous items and rings that make a party extremely versatile. One significant power every other level starting around level 7 should allow your monk to have a effects such as a Boots of Striding and Springing, Gloves of Swiming and Climbing and Cloak of Hiding by around level 11. She won't have the actual items, but she naturally gain the power that is associated with them. The second option is sort of a low-magic/high-heroism version. If you don't want the players to be doing the things that magic usually allows then just increase the CRs and take the power away from the PCs. Or you might want to combine the two options and only increase the CRs a little bit and give the PCs a Power every 3 levels. This is all off the top of my head, more or less, so take the details with a grain of salt. It really needs more development. Cheers. [/QUOTE]
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Low magic rulebook anyone?
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