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Low-magic settings and Core mechanics
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<blockquote data-quote="Ibram" data-source="post: 1438184" data-attributes="member: 17640"><p>Here are a few ways that I modified my campaign to be "low magic":</p><p></p><p>1) Spellcasters are rare (my current campaign has had 2 NPC spell casters, and I've limited the party to 1 caster at a time)</p><p></p><p>2) Minor spell caster classes (Pal & Rng) do not get spells (instead they gain bonus feats when they would gain additional spell levels)</p><p></p><p>3) All Wizards must be specalize, Cleric class is replaced by the Mystic class (which better represents a lone wanderer/crazy prophet then the cleric class)</p><p></p><p>4) Magic items are almost no-existant, but can be balanced out by having your weapons made from specal materials or by a master smith. Herbalism and Alchemy are more important (as it can be used to create less powerful versions of potions)</p><p></p><p>5) Everyone gets more skill points and class skills (the wider skill base realy does ofset the loss of magic)</p><p></p><p>6) Made sure that NPC's react appropreatly to the presnece of magic (either terrified or facinated)</p><p></p><p>7) kept encounters with magical creatures to a minimum (and only for specific plot purposes)</p></blockquote><p></p>
[QUOTE="Ibram, post: 1438184, member: 17640"] Here are a few ways that I modified my campaign to be "low magic": 1) Spellcasters are rare (my current campaign has had 2 NPC spell casters, and I've limited the party to 1 caster at a time) 2) Minor spell caster classes (Pal & Rng) do not get spells (instead they gain bonus feats when they would gain additional spell levels) 3) All Wizards must be specalize, Cleric class is replaced by the Mystic class (which better represents a lone wanderer/crazy prophet then the cleric class) 4) Magic items are almost no-existant, but can be balanced out by having your weapons made from specal materials or by a master smith. Herbalism and Alchemy are more important (as it can be used to create less powerful versions of potions) 5) Everyone gets more skill points and class skills (the wider skill base realy does ofset the loss of magic) 6) Made sure that NPC's react appropreatly to the presnece of magic (either terrified or facinated) 7) kept encounters with magical creatures to a minimum (and only for specific plot purposes) [/QUOTE]
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