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My new LOW MAGIC game idea!!!
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<blockquote data-quote="mmadsen" data-source="post: 183544" data-attributes="member: 1645"><p>That sounds like what a lot of us have been suggesting for a d20 Conan game.</p><p></p><p></p><p></p><p>Please realize that D&D's rules expect magical healing. Without it, ablative Hit Points dwindle rapidly.</p><p></p><p></p><p></p><p>That all sounds fun. </p><p></p><p></p><p></p><p>For gaming purposes, magic items can still be "virtually unattainable" while appearing regularly in the game -- and if their very appearance leads to drama ("evil people will seek you out to murder you"), so much the better. </p><p></p><p>As far as magic items feeling mundane, if you get rid of things like Wands of Cure Light Wounds for a handful of gold, you've gone a long way. A miracle like instant healing should feel miraculous.</p><p></p><p></p><p></p><p>I love Oriental Adventures' notion of a Talisman in place of a Potion. Some low-level spells seem natural for one <em>or</em> the other.</p><p></p><p></p><p></p><p>I really only think you should use Investigator/Expert stats for wizards and priests. Conan should be a Fighter/Rogue, for instance. Also the Investigator/Expert is a bit underpowered compared to other classes, with no Special Abilities or Bonus Feats. I like to give Experts a Bonus Feat every other level (from a very short list of appropriate Feats, typically Skill Emphasis and a few others).</p><p></p><p></p><p></p><p>If wizards have all sorts of skills, this gives them something to do besides casting madness-inducing spells. Let Knowledge (Arcana) identify magic items, Spellcraft read scrolls, Knowledge (Nature) identify Animals and Magical Beasts, Heal treat wounds almost magically, etc.</p><p></p><p></p><p></p><p>I don't see anything beyond a flavor detail in changing gold to silver. Adventurers should still capture what amounts to a king's ransom, only it'll be in silver, a smattering of gold, jewelry, silk, spices, art, etc.</p></blockquote><p></p>
[QUOTE="mmadsen, post: 183544, member: 1645"] That sounds like what a lot of us have been suggesting for a d20 Conan game. Please realize that D&D's rules expect magical healing. Without it, ablative Hit Points dwindle rapidly. That all sounds fun. For gaming purposes, magic items can still be "virtually unattainable" while appearing regularly in the game -- and if their very appearance leads to drama ("evil people will seek you out to murder you"), so much the better. As far as magic items feeling mundane, if you get rid of things like Wands of Cure Light Wounds for a handful of gold, you've gone a long way. A miracle like instant healing should feel miraculous. I love Oriental Adventures' notion of a Talisman in place of a Potion. Some low-level spells seem natural for one [i]or[/i] the other. I really only think you should use Investigator/Expert stats for wizards and priests. Conan should be a Fighter/Rogue, for instance. Also the Investigator/Expert is a bit underpowered compared to other classes, with no Special Abilities or Bonus Feats. I like to give Experts a Bonus Feat every other level (from a very short list of appropriate Feats, typically Skill Emphasis and a few others). If wizards have all sorts of skills, this gives them something to do besides casting madness-inducing spells. Let Knowledge (Arcana) identify magic items, Spellcraft read scrolls, Knowledge (Nature) identify Animals and Magical Beasts, Heal treat wounds almost magically, etc. I don't see anything beyond a flavor detail in changing gold to silver. Adventurers should still capture what amounts to a king's ransom, only it'll be in silver, a smattering of gold, jewelry, silk, spices, art, etc. [/QUOTE]
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My new LOW MAGIC game idea!!!
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