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Making "Rare Magic" Work Without Changing Rules (Long)
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<blockquote data-quote="Zappo" data-source="post: 2330391" data-attributes="member: 633"><p>I've been thinking for a while about a "rare magic" campaign with limited rule changes. A concept I've been toying with is as follows. Mind ya, I haven't really thought this through yet.</p><p></p><ul> <li data-xf-list-type="ul">Only classes allowed are barbarian, fighter, and a modified rogue that can switch sneak attack damage for extra skill points. No other class is allowed (except maybe a "sage" class which is broadly the same as a rogue but gets a good Will save and knowledge-related skills and powers instead of Tumble, Evasion and such).</li> <li data-xf-list-type="ul">Characters never find standard treasure. Loot is confined to a bit of money, the occasional gem, and mundane items. Adventurers are no longer richer than kings.</li> <li data-xf-list-type="ul">Characters can spend XPs to purchase the powers that a magic item would provide (1 XP = 10 GP). For example, a fighter can spend 100 XP to get a +1 enhancement bonus to AC, or 400 XP to get a +2 enhancement bonus to Strength. Unlike magic items, these powers are a property of the character, not of the item. The AC bonus in the example would apply to any body armor worn by the character. Powers that don't have an obvious supernatural effect are not magical and do not detect as such.</li> <li data-xf-list-type="ul">Powers can only be acquired during downtime, when the character is relaxing or training between adventures. The time required is the time it would take to craft the item. You can't spend enough XP to drop a level.</li> <li data-xf-list-type="ul">Normal class restrictions on magic items apply. This means that the only way to cast magic missile is to purchase the power of a wand of magic missiles and have Use Magic Device (this skill is renamed "Magic Ability" or something). Characters that do so are known as spellcasters.</li> </ul></blockquote><p></p>
[QUOTE="Zappo, post: 2330391, member: 633"] I've been thinking for a while about a "rare magic" campaign with limited rule changes. A concept I've been toying with is as follows. Mind ya, I haven't really thought this through yet. [list] [*]Only classes allowed are barbarian, fighter, and a modified rogue that can switch sneak attack damage for extra skill points. No other class is allowed (except maybe a "sage" class which is broadly the same as a rogue but gets a good Will save and knowledge-related skills and powers instead of Tumble, Evasion and such). [*]Characters never find standard treasure. Loot is confined to a bit of money, the occasional gem, and mundane items. Adventurers are no longer richer than kings. [*]Characters can spend XPs to purchase the powers that a magic item would provide (1 XP = 10 GP). For example, a fighter can spend 100 XP to get a +1 enhancement bonus to AC, or 400 XP to get a +2 enhancement bonus to Strength. Unlike magic items, these powers are a property of the character, not of the item. The AC bonus in the example would apply to any body armor worn by the character. Powers that don't have an obvious supernatural effect are not magical and do not detect as such. [*]Powers can only be acquired during downtime, when the character is relaxing or training between adventures. The time required is the time it would take to craft the item. You can't spend enough XP to drop a level. [*]Normal class restrictions on magic items apply. This means that the only way to cast magic missile is to purchase the power of a wand of magic missiles and have Use Magic Device (this skill is renamed "Magic Ability" or something). Characters that do so are known as spellcasters. [/list] [/QUOTE]
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