Low Magic setting-several options

Keep in mind that PCs who do not have access to strong magic items will just plain be unable to defeat certain monsters, especially ones with DR anything/magic.

When I want to make a world with low magic, I consider the monsters that would probably NOT exist in such a world. Strong undead, demons, devils, dragons, and constructs will probably be right out.

Keep your opponents simple. Levelled Humanoids/Monstrous Humanoids, Plants, Vermin, Aberrations, Giants, Animals/Giant Animals, and some weaker undead will probably occupy your world. By using monsters without resistances to magic, you preclude the need for PCs to have magic to overcome said resistances.
 

log in or register to remove this ad

Herobizkit said:
Keep in mind that PCs who do not have access to strong magic items will just plain be unable to defeat certain monsters, especially ones with DR anything/magic.

When I want to make a world with low magic, I consider the monsters that would probably NOT exist in such a world. Strong undead, demons, devils, dragons, and constructs will probably be right out.

Keep your opponents simple. Levelled Humanoids/Monstrous Humanoids, Plants, Vermin, Aberrations, Giants, Animals/Giant Animals, and some weaker undead will probably occupy your world. By using monsters without resistances to magic, you preclude the need for PCs to have magic to overcome said resistances.
Not neccessarily. If he's using elements of Iron Heroes his players can use the stunts and challenges very effectively. My 7th level Iron Heroes party just beat the last level of the Red Hand of Doom which consisted of no less than 4 dragons by just being super creative with the combat. Sure half of us died but thats pretty good for a 10th level encounter.
 

Well, for me, I try to stick as close to the rules-as-written as possible. And I've found that it CAN be done using the D&D rules.

For magical items, stick to using "Invisible" magical items - items that grant a bonus that pretty much always applies. So, the characters' swords become +1, +2, keen, and then maybe deal some energy damage (Which doesn't get described in flashy details). A character will have a lot of magical gear (the equivalent of his "normal" magic D&D counterpart) but since it's mostly enchanted armour, weapons, cloaks of resistance, ability buffs, and the like, it doesn't really make the character seem any more magically powerful.

I also use the spell-less class variants whenever I can. My big beef with D&D is that so many classes have spell-casting ability; I like to phase it out and replace those magical abilities with feats whenever possible.

However, if I *really* want to run a low-magic game, what I do is give my players a "Special effects" budget. I say to the players "If you can describe your spells or magical items in a way that could be duplicated in a movie without spending a fortune on special effects, you will get an XP award at the end of the game". So, instead of the druid casting cure light wounds, he makes an herbal tea that a PC drinks and says "Hey, I feel revitalized". Alarm consists of the mage walking around the campsite, making a few hand motions, and saying dramatically "there, they shall not pass without my knowing of it".

This means that players who regularly use Fireballs of other "Effects-heavy" spells will miss out on the tasty XP rewards that non magic-using types are getting (if you're a fighter, it's pretty easy to stay "effects-lite" compared to the casters; a drawback to playing a mage in a low-magic campaign).

I find this system works really well, doesn't involve too many rules modifications, and helps encourage just a bit of role-playing at the table.
 


Well, with much studius mutterings, I think I'm leaning towards a mix between two and three. I don't want it to be to low (since in part 2, magic becomes more common--sort of) but I still want to keep it down.
Magic items.
Armor isnt much of a problem. The masterwork rules in AGoT mean that armor up to +2 is possible.
Weapons. A small handful of magic weapons (2, maybe) will be found as part of a quest (maybe quests). They'll come in handy in part two, but they'll have to be worked for. Masterwork weapons up to +2 are possible until these weapons begin to show up, and AGoT isnt designed for magic items anyway, so I shouldn't have horrible balance issues.
Magic Users: Since none of the AGoT classes can use magic, I'm importing the mage from Elements of Magic. ONE character might (ok, probably) will be allowed to play one, probably multiclassed. The other characters will simply be banned from becoming a mage. My group won't have a problem with this, I know, and if I do this online (and it looks like I will) hopefully the players there (well, here) wont either.
Monsters!: Most will be leveled humans. There will be some magical bad guys at the end, but instead of using CR, i'll just run up some practice combats and base teh challange off that.
Iron Heroes: Some elements of Iron heroes (mastery chains, manouvres) will be included.
Misc. Magic: Raise dead is a no-no unless dramaticly plausable. Teleport is no. There are no other planes, so no planeshifting.

Level of Grittiness: With AGoT, combat is more lethal already, and I don't want to clog up the system with even more rules. I don't think i'll add Grim 'n Gritty rules, or anything like that. If i can get my hands on Torn Asunder though...
Races: Human hy region. Certain feats will allow for bloodlines. Maybe one of the characters cn play a half elf (spuced up from the PhB version)

I dont think I'm mssing anything. Now to get that plot ready...
 

Remove ads

Top