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low magic world
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<blockquote data-quote="the Jester" data-source="post: 1049763" data-attributes="member: 1210"><p>Speaking from having run the game, I'll chime in here on the way I ran it (it lasted about three sessions)...</p><p></p><p>1. The best spells turned out to be things like (pre-3.5) <em>harm, destruction, slay living,</em> etc. Forget damage- go for things that have dramatic effects. Also, the pretty much nonexistence of spells or magic on Arba made even small effects spectacular to the locals, if they were flashy. I'd say that charms and the like are better than damage dealers in this kind of system, too.</p><p></p><p>2. <em>Bull's strength</em> would give a +1 enhancement bonus to str. <em>Inflict wounds</em> would deal 1d6 hp of damage, though the idea of inflicting subdual instead is kinda cool. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>3. Teleportation works to short range, i.e. you can only teleport 25' + 5'/2 levels. (I made a snap decision on that one in-game as we played.) Other than that, I'd make item creation much harder and costlier, and I added a bunch of new materials that could act to compensate slightly for the lack of magic (for instance, the razor-sharp weapon property increases a piercing or slashing weapon's threat range by 1, which stacks with other bonuses to it). Also, it seemed like a good idea to increase the armor bonus of all medium armor by +1 and all heavy armor by +2.</p><p></p><p>I'm interested to see what you all come up with here! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f60e.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":cool:" title="Cool :cool:" data-smilie="6"data-shortname=":cool:" /></p></blockquote><p></p>
[QUOTE="the Jester, post: 1049763, member: 1210"] Speaking from having run the game, I'll chime in here on the way I ran it (it lasted about three sessions)... 1. The best spells turned out to be things like (pre-3.5) [i]harm, destruction, slay living,[/i] etc. Forget damage- go for things that have dramatic effects. Also, the pretty much nonexistence of spells or magic on Arba made even small effects spectacular to the locals, if they were flashy. I'd say that charms and the like are better than damage dealers in this kind of system, too. 2. [i]Bull's strength[/i] would give a +1 enhancement bonus to str. [i]Inflict wounds[/i] would deal 1d6 hp of damage, though the idea of inflicting subdual instead is kinda cool. ;) 3. Teleportation works to short range, i.e. you can only teleport 25' + 5'/2 levels. (I made a snap decision on that one in-game as we played.) Other than that, I'd make item creation much harder and costlier, and I added a bunch of new materials that could act to compensate slightly for the lack of magic (for instance, the razor-sharp weapon property increases a piercing or slashing weapon's threat range by 1, which stacks with other bonuses to it). Also, it seemed like a good idea to increase the armor bonus of all medium armor by +1 and all heavy armor by +2. I'm interested to see what you all come up with here! :) :cool: [/QUOTE]
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