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Low-magic world... sorcerers, but not wizards?
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<blockquote data-quote="Paradoxish" data-source="post: 611666" data-attributes="member: 9623"><p>First of all, thanks for the replies/advice. I'll answer a few questions and respond to your comments...</p><p></p><p></p><p></p><p>Sorry, I was probably a bit unclear here since my post wasn't focused on divine spellcasters. They haven't really been impaired in any serious ways and remain basically the same as before. I've mainly altered "broken" spells such as harm. Other than that, their only real handicap is that NPCs don't like them all that much. I plan to allow my players the opportunity to change this attitude on a limited basis (perhaps the folks of a small village come to trust them after healing spells are used to save a dying townsman, for example).</p><p></p><p></p><p></p><p>Good point. I had considered this somewhat since the lack of wizards figured into the low-magic (and low-magic item) nature of the world. I think I can get around this since magic items <em>will</em> exist, they're just significantly more rare and hard to come by. This doesn't mean the players won't be able to find them, however. After all, PCs commonly venture to long-forgotten areas and places that average people are far to afraid to travel to. This, of course, means that the PCs are likely to come upon at least a few ancient magical items in their careers. It will also allow me to use quests revolving around a specific magical item as a more powerful motivation for the players. When everyone in the party isn't carrying a +3 weapon of some kind an ancient magical item hidden in some dangerous area is a lot more tempting. </p><p></p><p>There will also be a small black market for the few magical items that have found their way into society.</p><p></p><p>I think, in the end, the use of magical items and the power of spellcasters should balance out if I'm careful. If anyone has any other advice on making sure the few spellcasters don't become unbalanced vs. the melee fighters, though, I'm all ears. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p></p><p><span style="color: blue">EDIT: I should also probably note that one of the reasons I took out wizards was specifically to limit magical items in the campaign.</span></p></blockquote><p></p>
[QUOTE="Paradoxish, post: 611666, member: 9623"] First of all, thanks for the replies/advice. I'll answer a few questions and respond to your comments... Sorry, I was probably a bit unclear here since my post wasn't focused on divine spellcasters. They haven't really been impaired in any serious ways and remain basically the same as before. I've mainly altered "broken" spells such as harm. Other than that, their only real handicap is that NPCs don't like them all that much. I plan to allow my players the opportunity to change this attitude on a limited basis (perhaps the folks of a small village come to trust them after healing spells are used to save a dying townsman, for example). Good point. I had considered this somewhat since the lack of wizards figured into the low-magic (and low-magic item) nature of the world. I think I can get around this since magic items [i]will[/i] exist, they're just significantly more rare and hard to come by. This doesn't mean the players won't be able to find them, however. After all, PCs commonly venture to long-forgotten areas and places that average people are far to afraid to travel to. This, of course, means that the PCs are likely to come upon at least a few ancient magical items in their careers. It will also allow me to use quests revolving around a specific magical item as a more powerful motivation for the players. When everyone in the party isn't carrying a +3 weapon of some kind an ancient magical item hidden in some dangerous area is a lot more tempting. There will also be a small black market for the few magical items that have found their way into society. I think, in the end, the use of magical items and the power of spellcasters should balance out if I'm careful. If anyone has any other advice on making sure the few spellcasters don't become unbalanced vs. the melee fighters, though, I'm all ears. :D [COLOR=blue]EDIT: I should also probably note that one of the reasons I took out wizards was specifically to limit magical items in the campaign.[/COLOR] [/QUOTE]
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Low-magic world... sorcerers, but not wizards?
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