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Need help reducing campaign's magic intensity
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<blockquote data-quote="Carpe DM" data-source="post: 14710" data-attributes="member: 677"><p>Well, I'm a big fan of playing the game by the rules.</p><p></p><p>The biggest thing you can do to limit magic is to Rule 0 Heward's Handy Haversack and anything else that allows people to draw something as a free action.</p><p></p><p>Then simply enforce the rules about drawing spell components, keeping spell components, GETTING spell components, etc.</p><p></p><p>A reasonable rule is that a player may only have quick access to 5 pouches. Anything more than that and he's going to have to make an intelligence check to recall which component pouch he needs in the heat of battle.</p><p></p><p>Other ways to make it low magic: no market for magical items. If the PCs want it, they have to make it, or find it. They can't buy it.</p><p></p><p>No potion markets, no trinkets, no wands of healing (the first buy any party makes), nothing.</p><p></p><p>This will keep magic low, as your casters will not want to make stuff for everyone in the party on an ongoing basis. A toy here or there will help, but generally they 'll want to keep their xps.</p><p></p><p>FINALLY (and here, only if you REALLY want to interfere with the game), remove all transportation spells.</p><p></p><p>This includes:</p><p></p><p>Plane Shift</p><p>Wind Walk</p><p>Teleport</p><p>Teleport Without Error</p><p>Shadow Walk</p><p>Fly (maybe...)</p><p></p><p>And all items that do those effects.</p><p></p><p>etc.</p><p></p><p>You get the picture.</p><p></p><p>What this forces PCs to do is to cross the game world as it is, rather than teleporting into the dungeon and then straight back to bed with a warm coffee in their hand.</p><p></p><p>What you don't want to do:</p><p></p><p>1. limit or remove item creation feats.</p><p>2. limit or remove standard caster adventuring spells.</p><p></p><p>It's too imbalancing to remove those.</p><p></p><p>Hope these help.</p><p></p><p>best,</p><p></p><p>Carpe</p></blockquote><p></p>
[QUOTE="Carpe DM, post: 14710, member: 677"] Well, I'm a big fan of playing the game by the rules. The biggest thing you can do to limit magic is to Rule 0 Heward's Handy Haversack and anything else that allows people to draw something as a free action. Then simply enforce the rules about drawing spell components, keeping spell components, GETTING spell components, etc. A reasonable rule is that a player may only have quick access to 5 pouches. Anything more than that and he's going to have to make an intelligence check to recall which component pouch he needs in the heat of battle. Other ways to make it low magic: no market for magical items. If the PCs want it, they have to make it, or find it. They can't buy it. No potion markets, no trinkets, no wands of healing (the first buy any party makes), nothing. This will keep magic low, as your casters will not want to make stuff for everyone in the party on an ongoing basis. A toy here or there will help, but generally they 'll want to keep their xps. FINALLY (and here, only if you REALLY want to interfere with the game), remove all transportation spells. This includes: Plane Shift Wind Walk Teleport Teleport Without Error Shadow Walk Fly (maybe...) And all items that do those effects. etc. You get the picture. What this forces PCs to do is to cross the game world as it is, rather than teleporting into the dungeon and then straight back to bed with a warm coffee in their hand. What you don't want to do: 1. limit or remove item creation feats. 2. limit or remove standard caster adventuring spells. It's too imbalancing to remove those. Hope these help. best, Carpe [/QUOTE]
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