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Low Magic setting-several options
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<blockquote data-quote="Emirikol" data-source="post: 2981703" data-attributes="member: 10638"><p>Eltharon:</p><p></p><p>We've used a simple house rule for the past several years that is extremely effective in allowing players to use magical characters, but still give a lower magic feel.</p><p></p><p>House Rule: All characters are required to spend their first two character levels in a non-spellcasting class. Justify it any way you'd like for your campaign, but I've found it's the single most effective thing you can do. Balance? Because clerics are affected too, be sure to make cure light wound potions for sale. This has a secondary effect of keeping PC's a little poorer in the wallet. Also you really need to warn players if you're going to throw DR-magic monsters at them (I typically just remove the DR-magic modifier and throw them at them anyways because the powergamers will start citing the Monster Manual..it's funny to watch them squirm when they're in no real danger).</p><p></p><p>Other tweaks that have worked well for our campaigns:</p><p>1) raise the spell levels of spells you don't want floating around and do it for the sake of the game (fireball, entangle, etc.). This forces players to choose spells that are non-traditional or you can 'coax" them towards whatever magic you want to actually be prevelant in your game (e.g. enchantment instead of invocation)</p><p></p><p>2) ALWAYS REMEMBER MOST PLAYERS ARE INTERESTED IN LOOT AND LEVELS AND THAT IS THEIR PRIMARY GOAL. That said, you need to do two things:</p><p>a) create more non-magical "plus masterwork" items. For example, a +1/+1 superior masterwork sword. You can have non-magical herbal concoctions..aka a non-magical potion of healing or a non-magical potion of bulls-strength that act exactly like a magical one, but give the feel of "herbalism" instead of Forgotten Realms Omnipresent-Magic.</p><p>b) set your threshold for PC's gaining a +1 magical sword at 4th level instead of 2nd, which is the typical campaign. </p><p></p><p></p><p>Enjoy!</p><p></p><p>jh</p></blockquote><p></p>
[QUOTE="Emirikol, post: 2981703, member: 10638"] Eltharon: We've used a simple house rule for the past several years that is extremely effective in allowing players to use magical characters, but still give a lower magic feel. House Rule: All characters are required to spend their first two character levels in a non-spellcasting class. Justify it any way you'd like for your campaign, but I've found it's the single most effective thing you can do. Balance? Because clerics are affected too, be sure to make cure light wound potions for sale. This has a secondary effect of keeping PC's a little poorer in the wallet. Also you really need to warn players if you're going to throw DR-magic monsters at them (I typically just remove the DR-magic modifier and throw them at them anyways because the powergamers will start citing the Monster Manual..it's funny to watch them squirm when they're in no real danger). Other tweaks that have worked well for our campaigns: 1) raise the spell levels of spells you don't want floating around and do it for the sake of the game (fireball, entangle, etc.). This forces players to choose spells that are non-traditional or you can 'coax" them towards whatever magic you want to actually be prevelant in your game (e.g. enchantment instead of invocation) 2) ALWAYS REMEMBER MOST PLAYERS ARE INTERESTED IN LOOT AND LEVELS AND THAT IS THEIR PRIMARY GOAL. That said, you need to do two things: a) create more non-magical "plus masterwork" items. For example, a +1/+1 superior masterwork sword. You can have non-magical herbal concoctions..aka a non-magical potion of healing or a non-magical potion of bulls-strength that act exactly like a magical one, but give the feel of "herbalism" instead of Forgotten Realms Omnipresent-Magic. b) set your threshold for PC's gaining a +1 magical sword at 4th level instead of 2nd, which is the typical campaign. Enjoy! jh [/QUOTE]
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