The_Gneech
Explorer
So let's just say for the purpose of arguement that I want to run a "rare magic" sword-and-sorcery flavor* campaign, but that I still want to use as much off-the-shelf D&D as I can. I have proposed here a series of campaign ground rules, tell me what you think. In particular, I'm looking for ramifications, potential pitfalls, and ways to improve them.
*NOTE: I say "rare magic" to dodge the standard "low magic/high magic" debate that tends to flare up here. For the purposes of this post, I'm envisioning a setting a la Conan, where magic is rare and mysterious, where characters have few or no magic items, and where non-humans are either unheard of, or the last remnants of a dying race, or are in enclaves so remote as to make them legendary, and so on. If such a campaign is not your bag, please ignore this post.
STATISTICS
High point-buy. High base stats will help compensate for the lack of magical buffings.
RACE
All characters are human. Assume the game setting has various cultural and regional feats available to provide some variation.
ALIGNMENT
This may be replaced by the loyalties in d20 Modern, or simply dropped. "Protection from alignment" spells become simply "magic ward" spells.
CLASSES
This is where the most changes occur. Most of the spellcasting classes have been either restricted to being taken at every other level, or removed entirely. Some NPC classes have been buffed and added to the available pool to make up for this (or provide an option for "synergistic" classes for would-be spellcasters to multiclass to).
Aristocrat - This is now a PC class. They gain "Inspiring Speech" -- basically as Bardic Music except based on Perform (Oratory) and without the "countersong" ability. Aristocrats also gain Leadership as a bonus feat at 6th level.
Barbarian - No change.
Bard - Dropped. Wandering minstrels are rogues with ranks in Perform.
Cleric - Characters may take this class but must alternate levels with a non-spellcasting class.
Druid - As with cleric.
Expert - This is now a PC class. Experts also gain Skill Focus as a bonus feat at 1st level and get a free feat at 5th, 10th, 15th, and 20th levels.
Fighter - No change.
Monk - No change.
Paladin - Characters may take this class but must alternate levels with a non-spellcasting class. The normal restrictions on paladin multiclassing are removed. Alternatively, the non-spellcasting paladin from Complete Warrior may be used. The paladin's mount may no longer be "summoned," but is treated as an animal companion.
Ranger - The non-spellcasting ranger from Complete Warrior replaces the standard ranger.
Rogue - No change.
Sorcerer - Characters may take this class but must alternate levels with a non-spellcasting class. The class gains "Arcane Knowledge" (acts as Bardic Knowledge) at first level.
Swashbuckler - Available as a core class.
Wizard - Dropped. Sorcerers are now the arcane spellcasting class for player characters.
Prestige classes are generally not used; base classes from non-Core books (e.g., the Samurai from Complete Warrior) may be available on a case-by-case basis. However, any class with spellcasting ability must alternate with a non-spellcasting class. The "adept" NPC class is dropped.
MONSTERS/FOES
Most foes will be other humans, who are under the same restrictions as players. The stereotype "cackling evil wizard" probably has Aristocrat and Expert levels between his Sorcerer levels. Also, they'll have evil staves, amulets, gems containing the souls of ancient godkings or whatever that boost their magic ability. (See "Ritual Magic" below.)
Monsters, when they appear, will generally be the "boss fight" or major encounter of any given adventure. Most will tend to be dumb brutes (dinosaurs in the place of dragons, things like that), but when a D&D monster has the capacity to use magic or spell-like abilities, that will be retained.
TREASURE/MAGIC ITEMS
The amount of treasure and magic items available to characters is radically reduced, far beyond the scope of this post. Generally speaking, finding a masterwork item will be a big deal! Players should be prepared to lose their equipment from time to time as well, such as when the characters are captured or in a shipwreck or something. Most equipment is purely mundane in nature.
RITUAL MAGIC
There are rituals that can be learned by anybody with the Spellcraft skill, and do not use up magic spell slots. Generally speaking, a ritual takes several minutes to perform, requires a Spellcraft check, and may require an expenditure of hit points (either from the caster or from a sacrificial victim). Rituals must be learned by the character from books, scrolls, or mentors. Many rituals are summoning, protective, or binding in nature, but there are plenty of others. One popular ritual is "Ghost Touch."
Ghost Touch Ritual: This ritual is used to imbue the weapon of someone who expects to fight incorporeal undead with the "ghost touch" property. It takes 10 minutes, has a Spellcraft DC of 25, and requires a minimum of 1d6 hp worth of blood from the person wielding the weapon smeared onto the blade/striking surface. It lasts for 1 hour per hp of blood applied; the weilder may willingly drain up to 3d6 of blood onto the weapon for this purpose.
Rituals are generally restricted in their utility -- they're more plot devices than anything else. Generally speaking, characters should not be allowed to create their own rituals unless they have at least 5 levels of Sorcerer.
This is just a start, but what do you think? Assuming you think a "rare magic" game is fun, what do you think of this implementation?
-The Gneech
*NOTE: I say "rare magic" to dodge the standard "low magic/high magic" debate that tends to flare up here. For the purposes of this post, I'm envisioning a setting a la Conan, where magic is rare and mysterious, where characters have few or no magic items, and where non-humans are either unheard of, or the last remnants of a dying race, or are in enclaves so remote as to make them legendary, and so on. If such a campaign is not your bag, please ignore this post.
STATISTICS
High point-buy. High base stats will help compensate for the lack of magical buffings.
RACE
All characters are human. Assume the game setting has various cultural and regional feats available to provide some variation.
ALIGNMENT
This may be replaced by the loyalties in d20 Modern, or simply dropped. "Protection from alignment" spells become simply "magic ward" spells.
CLASSES
This is where the most changes occur. Most of the spellcasting classes have been either restricted to being taken at every other level, or removed entirely. Some NPC classes have been buffed and added to the available pool to make up for this (or provide an option for "synergistic" classes for would-be spellcasters to multiclass to).
Aristocrat - This is now a PC class. They gain "Inspiring Speech" -- basically as Bardic Music except based on Perform (Oratory) and without the "countersong" ability. Aristocrats also gain Leadership as a bonus feat at 6th level.
Barbarian - No change.
Bard - Dropped. Wandering minstrels are rogues with ranks in Perform.
Cleric - Characters may take this class but must alternate levels with a non-spellcasting class.
Druid - As with cleric.
Expert - This is now a PC class. Experts also gain Skill Focus as a bonus feat at 1st level and get a free feat at 5th, 10th, 15th, and 20th levels.
Fighter - No change.
Monk - No change.
Paladin - Characters may take this class but must alternate levels with a non-spellcasting class. The normal restrictions on paladin multiclassing are removed. Alternatively, the non-spellcasting paladin from Complete Warrior may be used. The paladin's mount may no longer be "summoned," but is treated as an animal companion.
Ranger - The non-spellcasting ranger from Complete Warrior replaces the standard ranger.
Rogue - No change.
Sorcerer - Characters may take this class but must alternate levels with a non-spellcasting class. The class gains "Arcane Knowledge" (acts as Bardic Knowledge) at first level.
Swashbuckler - Available as a core class.
Wizard - Dropped. Sorcerers are now the arcane spellcasting class for player characters.
Prestige classes are generally not used; base classes from non-Core books (e.g., the Samurai from Complete Warrior) may be available on a case-by-case basis. However, any class with spellcasting ability must alternate with a non-spellcasting class. The "adept" NPC class is dropped.
MONSTERS/FOES
Most foes will be other humans, who are under the same restrictions as players. The stereotype "cackling evil wizard" probably has Aristocrat and Expert levels between his Sorcerer levels. Also, they'll have evil staves, amulets, gems containing the souls of ancient godkings or whatever that boost their magic ability. (See "Ritual Magic" below.)
Monsters, when they appear, will generally be the "boss fight" or major encounter of any given adventure. Most will tend to be dumb brutes (dinosaurs in the place of dragons, things like that), but when a D&D monster has the capacity to use magic or spell-like abilities, that will be retained.
TREASURE/MAGIC ITEMS
The amount of treasure and magic items available to characters is radically reduced, far beyond the scope of this post. Generally speaking, finding a masterwork item will be a big deal! Players should be prepared to lose their equipment from time to time as well, such as when the characters are captured or in a shipwreck or something. Most equipment is purely mundane in nature.
RITUAL MAGIC
There are rituals that can be learned by anybody with the Spellcraft skill, and do not use up magic spell slots. Generally speaking, a ritual takes several minutes to perform, requires a Spellcraft check, and may require an expenditure of hit points (either from the caster or from a sacrificial victim). Rituals must be learned by the character from books, scrolls, or mentors. Many rituals are summoning, protective, or binding in nature, but there are plenty of others. One popular ritual is "Ghost Touch."
Ghost Touch Ritual: This ritual is used to imbue the weapon of someone who expects to fight incorporeal undead with the "ghost touch" property. It takes 10 minutes, has a Spellcraft DC of 25, and requires a minimum of 1d6 hp worth of blood from the person wielding the weapon smeared onto the blade/striking surface. It lasts for 1 hour per hp of blood applied; the weilder may willingly drain up to 3d6 of blood onto the weapon for this purpose.
Rituals are generally restricted in their utility -- they're more plot devices than anything else. Generally speaking, characters should not be allowed to create their own rituals unless they have at least 5 levels of Sorcerer.
This is just a start, but what do you think? Assuming you think a "rare magic" game is fun, what do you think of this implementation?
-The Gneech