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<blockquote data-quote="Falcon" data-source="post: 441515" data-attributes="member: 1056"><p>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. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f641.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":(" title="Frown :(" data-smilie="3"data-shortname=":(" /></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>Hope this hels.</p></blockquote><p></p>
[QUOTE="Falcon, post: 441515, member: 1056"] 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. [/QUOTE]
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