No Magic Items

xcalaber

First Post
I've been looking through the PDF's of the three core books and have come to an impasse. I'm running in a game where my DM plans on converting to 4e, The game is a low power no magic setting. I've been looking for the better part of a today to find rules for a no magic setting and haven't found anything. i was wondering if someone could point out where i might find something on this topic or if anyone can think of houserules to compensate for this.
 

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The bonuses are pretty transparent. +1 per 5 levels. So at levels x, x +5, x +10, etc, give everyone +1 to hit, damage, and all defenses (AC, Fort, Ref and Will).

And +1d6 on a crit (per 5 levels). As far as I can tell, that's all you need to do.
 

on the DM's side, just drop all the magic item parcels (players get their bonuses by default) or give them 1/5th the price of any magic item they would find (to represent selling the items)

beyond that, the only difference is that the players don't have the item powers to back them up.
 

Yup, they've got it -- it's pretty easy to adjust. Your DM may also wish to remove any class that has an arcane or divine power source.
 

yeah my GM has been doing that from the beginning thanks for the help. I'll be talking it over with him and the rest of my group this weekend when the books are officially released.
 

(Psi)SeveredHead said:
The bonuses are pretty transparent. +1 per 5 levels. So at levels x, x +5, x +10, etc, give everyone +1 to hit, damage, and all defenses (AC, Fort, Ref and Will).

And +1d6 on a crit (per 5 levels). As far as I can tell, that's all you need to do.
x=?
So you're saying at 5th level they get +1
at 10th +2
and so on?
 

Graf said:
x=?
So you're saying at 5th level they get +1
at 10th +2
and so on?
really, it should be a bit sooner. If you want to follow the magical items, really it should be +1 at 1st, +2 at 6th, etc. It probably moves the pluses forward a bit, but that's balanced by the lack of extra powers the items would grant.
 

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