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No magic items, no monsters

CmdrSam

First Post
Can you guys tell me if this will be terribly imbalancing, because I don't have a feel for it:

There are effectively no magic items in the setting. Only the gods can create magic items, and they are destroyed when the god is. Currently all the gods are dead; I expect the players will realize that they are the reincarnations of gods around level 6-8. (They're starting around 3 or so) (These aren't the omnipotent gods one might expect from the cultural tradition of Judeo-Christianity; more the Greek kind of god that is powerful, but can be defeated or killed by a sufficiently powerful and determined opponent. Humanity killed all the gods 100 years ago.) At that point, they'll be allowed to make one of their items magic, but no more than one. That item's power can grow as they level (how powerful will it be, and how much will it grow? Dunno)

There are 8 swords that exist somewhere in the setting that I basically stole lock, stock, and barrel from Saberhagen's Book of Swords that are going to be about +3 and have some interesting powers, but these may not even show up in the campaign for a long time.

Normally, I expect you would be worried that without magic items, they'd have a very hard time fighting monsters. However, there aren't really any monsters -- only humans and possibly the elves and dwarves. So their enemies won't be any better equipped than the PCs are.

Oh, and also there's no coming back from the dead. I find it totally screws up any logic in the setting, as well as any sense of drama.

So, how well is this all going to balance out? Am I screwing over a class or two without realizing it? Should I send them challenges a CR or two lower than I normally would? I don't have a lot of experience (read: I read through the PHB and DMG) and I'm asking your expert opinions...

--Sam L-L
 

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Can spells still be cast? If so, can scrolls and potions be made? I assume "no" to the latter question. As long as your spellcasting classes can still cast spells, you should be ok. This is assuming, of course, that you will even allow spellcasting classes.
 

Should be interesting. I myself run a magi-light campaign with few monsters and not much treasure, and it works out fine.

I would take care to adjust the opponents for the reduced AC the PCs will have without magic items, I have to do this in my campaign.
 

kreynolds said:
Can spells still be cast? If so, can scrolls and potions be made? I assume "no" to the latter question. As long as your spellcasting classes can still cast spells, you should be ok. This is assuming, of course, that you will even allow spellcasting classes.

Yes, there is magic -- just no magic items. I'm planning on allowing scrolls (oops, forgot about that!) but not potions.

--Sam L-L
 

I've never tried anything this extreme, so my comments aren't based on experience. That said, I'm wondering what happens at the higher levels, when spellcasters really begin to gain some powerful spells?

*A cleric who uses his spells to buff himself up will likely trash a same-level fighter who has little or no magic.

*A wizard or sorcerer could simply cast fly and protection from arrows, then trash the tanks who have nothing better than normal bows with which to fight.

*Since the fighting types won't have any items boosting their saves (especially Will saves), will they be taken out in the first round or two of most fights? Sleep, hold person, phantasmal killer, etc. spells could be even more powerful than they are now.

I like the idea of your campaign - just want to throw out a few things to consider...
 

My campaign world is low/subtle magic, facing mostly human/humanoid oppenents. The first 3E campaign just ended, right when everyone had reached 9th level. :(
I allow classes more class skills and skill points per level, since they will generally need these to compensate for lower magic. I give max HP the first two levels, and use the Defense sytsem from Wheel of Time to help compensate for lack of magic items. Players can also spend skill points, xp, and gold and train in schools of combat (a la "Path of the Sword) to increase AC, gain special skills, etc. My experience has been that the adversaries are equally as hampered as the players, and that a lot more consideration is taken when planning combat and while in combat. Meeting a weapons master can be really deadly in such a campaign if you just decide to duke it out.

As far as the "Boom" spells, I am finishing up a PrC called the "Spell-Tracker." In my campaign, the more powerful a spell cast, the easier it is to trace the spell to its source. The caster's "signature' becomes more apparent as spells go up in power. This has led to a very judicious use of magic.

I also tend to treat each magic item as unique, with a history., and many are woken into different manifestations of power by the actions of their wielder. At higher levels, the players can try to direct the inherent power to desired manifestations.

Hope this hels.
 

In order to keep the BAB to AC ratio in line you may want to consider a level based Defense Bonus ala Star Wars or Wheel of Time

3e assumes you will have acess to certain magic items at certain levels. When you don't have them the power ratio, even with humanoid opponents is thrown off
 
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Sounds VERY cool.

One thing you could do: have the first character that dies become the new lord of the dead... and ressurect himself, at a huge personal cost, (including Con). Sort of keeps the wonder, and he won't really want to do it again.

I assume the "spell-tracker" has a purpose to kill spell users?

and even low-level buffs will make a cleric a hardy opponent.

I do find it worrisome about spells being available to the spell casting characters, but the non-spellcasters have no such ability to shore up their weaknesses.

A solution would be to remove the spellcasting classes from the choices available, until you reveal their divine nature.
 

green slime said:
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I assume the "spell-tracker" has a purpose to kill spell users?


Actually, their job is to figure out who cast what. They have powers, but people are generally afraid of them for what they can reveal I have some tailored feats around reducing the signature imprint, and the Spell-Caster also has feats to help uncover intricate concealments. All-in-all, it really makes spell-casters think about the consequences of their actions and the use of their gifts.
 

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