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Party with no Arcane Caster.
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<blockquote data-quote="Falcon" data-source="post: 210600" data-attributes="member: 1056"><p>I have been running a low-magic campaign for nearly a year now, where the most powerful sorcerer the party had was lvl 2. There are no wizards in my campaign, unless they are resurrected through spell-book manipulation and some ancient artifacts, so myu setting is a bit different than yours, but I can at least pass on some of what I have learned and do regarding this. The current party is Hum ftr4/rog3, elf rog6, hum cler6, hum ftr3/rng3/Beserker1.</p><p></p><p>1) I agree that will save spells can devastate a party unless there is a cleric who has a chance to make the saves. Try to use spells that test the abilities of the players---invisibility, summon monster, darkness, etc. Don't circumvent the players entirely, or else they and their characters may end up feeling helpless and hopeless--not good for heroes.</p><p></p><p>2) Add unique magical items that enhance some of the areas lacking in the party (swords that are stored with certain abilities available on command, such as being able to Dispel Magic--make up a history with the sword and it becomes part of the lore of the game--amulets that shed light and add magical protection, etc., etc.</p><p></p><p>3) I adjusted the cleric spell-lists to include some arcane spells that they normally wouldn't have access to. Players who chose clerics were allowed to swap out certain divine spells for arcane spells, so maybe you can whip something up here.</p><p></p><p>4) Don't forget the cleric's ability to channel their turning energy into other effects. I have allowed my players to get real creative with this and it has been pretty fun for all involved.</p><p></p><p>5) Potions can really, really help...</p><p></p><p>5) More specifically, perhaps the wizard dies defending them, and the party finds some nifty things on his person (like real useful potions, rings, etc...)</p></blockquote><p></p>
[QUOTE="Falcon, post: 210600, member: 1056"] I have been running a low-magic campaign for nearly a year now, where the most powerful sorcerer the party had was lvl 2. There are no wizards in my campaign, unless they are resurrected through spell-book manipulation and some ancient artifacts, so myu setting is a bit different than yours, but I can at least pass on some of what I have learned and do regarding this. The current party is Hum ftr4/rog3, elf rog6, hum cler6, hum ftr3/rng3/Beserker1. 1) I agree that will save spells can devastate a party unless there is a cleric who has a chance to make the saves. Try to use spells that test the abilities of the players---invisibility, summon monster, darkness, etc. Don't circumvent the players entirely, or else they and their characters may end up feeling helpless and hopeless--not good for heroes. 2) Add unique magical items that enhance some of the areas lacking in the party (swords that are stored with certain abilities available on command, such as being able to Dispel Magic--make up a history with the sword and it becomes part of the lore of the game--amulets that shed light and add magical protection, etc., etc. 3) I adjusted the cleric spell-lists to include some arcane spells that they normally wouldn't have access to. Players who chose clerics were allowed to swap out certain divine spells for arcane spells, so maybe you can whip something up here. 4) Don't forget the cleric's ability to channel their turning energy into other effects. I have allowed my players to get real creative with this and it has been pretty fun for all involved. 5) Potions can really, really help... 5) More specifically, perhaps the wizard dies defending them, and the party finds some nifty things on his person (like real useful potions, rings, etc...) [/QUOTE]
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