Jerrid Al-Kundo
First Post
If you're going with low/no Healing magic, you'll want to use Wounds & Vitality instead of Hit Points. It's done wonders for my own (low magic/no gods) campaign.
Kaptain_Kantrip said:Actually, it's a tough sell for some reason. I've got a bee in my bonnet to do some real gritty low fantasy; had the itch for years but always met with some resistance. ....
Another idea for a rare magic idea is also from Oriental Adventures. The samurai's ancestral sword can be upgraded with XP.
...
You don't go hunting down the theives because the took you coolest toy, you hunt them down because it is also a family heirloom, some of your own essence is in the sword (that would greatly reduce scry rolls on the samurai), and if you don't retreive it, then you son will only get a mundane sword -- what a disgrace and loss of face and an edge (no pun intended).
mmadsen said:
One big mistake people make when dreaming up a "low magic" campaign is that they think that means giving out a +1 dagger instead of a +1 longsword or whatever. Frankly, I think you'll keep magic more "magical" if you hand out a single +5 Holy Avenger. It'll seem magical, and there's no threat of the heroes drowning in magic items, since you're only handing out one or two and not letting them make their own at will.
That way it makes sense that whole kingdoms quake at the name of an ancient blade, or that assassins come in the night to steal the magic orb, or whatever.
So, even if you are going to use the D20 system, do NOT tell them "we're going to play low-magic D&D." Of course, what you are suggesting is really not D&D anymore, so there should be no shame in this. Tell them, instead, it is a D20 game that you designed yourself to be a gritty, low-magic game.