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Please critique my low magic rules (Very Long)
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<blockquote data-quote="Ace" data-source="post: 727156" data-attributes="member: 944"><p>This is most of my rules patches for my new low magic campaign</p><p></p><p>The concept behind it is that magic items are "extras" and do not count to calculating the overall balance of the characters power</p><p></p><p>Also Magic should not dominate the world as it can if you take the system to its furthest extent</p><p></p><p>So without further ado </p><p></p><p></p><p>D20 Set Up Notes</p><p>The Known Lands campaign is set in a medium magic, low magic item and low magical impact game world</p><p>There are a few changes in store for prospective players</p><p></p><p>#1 The mechanic used will be 40 point DMG point buy or just set your stats</p><p>#2 There is to be no gender bending </p><p>#3 The only race available is Human except as noted in #5</p><p>#4 All characters must have good alignments</p><p>#5 If the player group is 5 or more players 1 player may select from 1 or more of the following options </p><p>a: neutral alignment </p><p>b: non-human race</p><p>c: unusual class</p><p></p><p> There are 3 basic house rules</p><p>#1 Skills are +2 per level for every class</p><p>#2 The feat progression is as follows:</p><p>Feats are gained at l, 3, 5, 7, 9, 11, 13, 15, 17, and 19. This is a total of 3 extra feats. </p><p>#3 Defense bonus based on level will be used </p><p>#4 One Flaw may be selected </p><p></p><p>Action Points </p><p></p><p>Each Charcter starts with 5 Action points. A character can spend 1 action point to do one</p><p>of these things:</p><p></p><p>• Alter a single d20 roll used to make an attack, a skill check, an ability check, a level check, or a saving throw.</p><p></p><p>Any Number of Action Points may be spent in a single round</p><p>The dice rolled are as follows</p><p>1st–3th 1d4</p><p>4th–6th 1d6</p><p>7th–9th 1d8</p><p>10th-12th 1d6+1d4</p><p>11th –13th 2d6</p><p>14th-16th 1d10+1d4</p><p>17th-20th 2d8</p><p>Epic 2d10</p><p></p><p>If a percentile roll is called for you may add your die size x5% instead</p><p></p><p></p><p>FX may also be purchased with Action Points</p><p></p><p>#1 Lucky Break </p><p>Spend from 1 to 5 and gain a lucky break. Effects are up to the DM</p><p></p><p>#2 Back from the dead</p><p>For 10 points a character that is dead can come back. Methods are up to the DM and player but include Lost Magic, Divine Intervention and more</p><p></p><p>#3 Righteous Wrath </p><p>Good characters (and good characters only) may spend 5 points if sorely provoked by Evil and gain wrath. This ability adds the average of your action dice to very roll made for the Duration of one battle. Hello I am Inigo Montoya, You Killed my Father Prepare to Die. You get the picture </p><p></p><p>#4 Boost Spells</p><p>Spend 1 point and gain a bonus to your spells DC equal to 1/2 minus 1 of your action dice</p><p></p><p>#5More power</p><p>Spend a point and gain x spells </p><p></p><p>#6 Surge of Speed </p><p>Spend 3 for an extra partial action</p><p></p><p>#7 Will to Live</p><p>For 5 points you automatically stabilize </p><p></p><p>#8 Investiture</p><p>The item you invest becomes special and will not be Broken or lost. This costs 1 point for a trivial item, 3 points for a minor one, 5 for a major one</p><p></p><p>#9 Nimble Hands</p><p>1 Point will finish a job in half the normal time. Two Points and its done in a quarter of the time. 3 point and its done in a tenth of the time!</p><p></p><p>Points refresh automatically at each session. </p><p></p><p>Additional points may also be gained as follows</p><p></p><p></p><p>Role playing in Character: 1 point Excellent Role playing is worth 2</p><p>Being Heroic with NPC's: 1-3 point. This doesn't count if you back up your buddies though, even bad guys do that.</p><p>Being Swashbuckling: 1-2 Point</p><p>Good Dialog: No Monte Python though, a good line is worth a point for sure. A great line is worth 2</p><p>Hosed: If the DM messes with you, you get a point </p><p>Flaw: If your flaw is activated by anyone you get a point</p><p></p><p>If desired a flaw may be selected. This flaw is a psychological bug such as Phobia, Rage, Alcoholism and so on. If an appropriate stimulus in encountered either the DM or any player may activate the flaw. </p><p>You lose control of the character to the DM although you can role play during the incident. If it is activated you gain a point. If it is really nasty you get two points</p><p></p><p>Example: Jarki the Thul has a Little Drinking Problem (Alcoholism Flaw) His buddies busy exploring the lost tomb of the Lich King leave him a room full of wine casks. </p><p>The DM seeing an opportunity activates the Flaw and Jarki decides to drink a bit of wine than more until after his friends return with a load of skeletons chasing them they find Jarki quite drunk. Doh! </p><p>Oh well at least he got the point</p><p></p><p></p><p>Magic </p><p></p><p>Magic and Magic using classes</p><p></p><p>Magic in my game world is linked to Bloodlines. </p><p></p><p></p><p> Unless a feat is spent only starting characters may take a level as a spell user. If the Feat “True Mage” is taken the Character may take a level of Mage later. The True Mage feats than becomes Prodigal Caster and the characters favored class will always be the spell casting one thereafter</p><p></p><p>All “movement” related spells are reduced in time increment to 1 round per level unless the normal duration is less. This list includes Feather Fall, Levitate, Fly, Mass Fly, Telekinesis, Air walk, Spider Climb, Mage Hand, Greater Mage Hand and Wind walk</p><p></p><p>Damage causing spells reamin unchanged although the spells are are. If a mana point system is implemented the costs of the spells will be increased</p><p></p><p></p><p> The following spells are not allowed </p><p></p><p>Any Summon Monster Spells</p><p>Etherealness</p><p>Astral Projection</p><p>Mords Lucubration</p><p>Avoid Planar Effects</p><p>Anyspell</p><p>Azuths Exalted Triad</p><p>Death Pact</p><p>Ether Blast</p><p>Ethereal Mount</p><p>Dictum</p><p>Elemental Swarm</p><p>Ethereal Jaunt</p><p>Fire Spiders</p><p>Greater Anyspell</p><p>Imprisonment/Freedom</p><p>Maze</p><p>Otyugh Swarm</p><p>Plane Shift</p><p>Ray’s Mnemonic Enhancer</p><p>Raise Dead</p><p>Resurrection</p><p>True Resurrection </p><p>Mord’s Magnificent Mansion</p><p>Reality Maelstrom</p><p>Orders Wrath</p><p>Rope Trick</p><p>Revive Outsider</p><p>Gate</p><p>Seal Gate</p><p>Shield of Law</p><p>Summon Undead</p><p>Word of Law</p><p>Word of Chaos</p><p>Chamber</p><p>Chaos Hammer (but see the new version)</p><p>Wrath of Order</p><p>Detect Law</p><p>Detect Chaos</p><p>Any Chaos or Law Spell</p><p></p><p>Blink</p><p>Displacement</p><p>Dimension Door</p><p>Dimension Anchor</p><p>Dwarmijs Instant Summons</p><p>Elminsters Evasion</p><p>Familiar Pocket</p><p>Dimensional Lock</p><p>Teleport’</p><p>Teleport Without Error</p><p>Translocation Trick</p><p>Phase Door</p><p>Gate Seal</p><p>Refuge</p><p>G’elsewhere chant</p><p>Gemjump</p><p>Firestride</p><p>Shadow Walk</p><p>Any “Shadow” related movement spells from Swashbuckling Adventures</p><p>Ghostform</p><p>Passwall</p><p>Lutazen’s Frequent Jaunt</p><p>Mass Teleport</p><p>Teleport Circle</p><p>Master Earth</p><p>Xorn Movement</p><p>Meld Into Stone</p><p>Refuge</p><p>Phase Door</p><p>Portal</p><p>Seal Portal</p><p>Shadow Cache</p><p>Shadow Blast </p><p>Stone Walk</p><p>Transport Via Plants</p><p>Tree Stride</p><p>Vanish</p><p>Word of Recall</p><p>Zone of Respite</p><p>Displacement</p><p></p><p></p><p>Familiars</p><p></p><p>Familiars exist as normal </p><p></p><p>At the GM’s discretion anyone with a magical bloodline may be able to have one as well. A mage that does not have a familiar may substitute the feat for another </p><p></p><p>The following feats are available </p><p>Improved Familiar (only Tressym, Pseudo Dragon, Imp, Quasit, Wolf) </p><p>Enspell Familiar</p><p>Extra Familiar</p><p>Guardian Familiar</p><p>Undead Familiar (rare, evil and not allowed at start) </p><p>Construct Familiar (rare not allowed to start)</p><p></p><p>Token Familiar is not allowed (at least until there are appropriate spells for Teleport) </p><p></p><p></p><p>Feats </p><p></p><p>Item Creation Feats are substantially changed for this game </p><p></p><p>Create Wand, Staff, and Rod are treated as one feat. The prerequisite is True Lineage</p><p></p><p>Create Scroll Create Talisman and the creation of minor non rechargeable magic items are One Feat – Minor Craft Magic </p><p></p><p>Create Magic Weapons and Armor is split into Two Feats </p><p></p><p>Spell Forge </p><p>Spell Forge converts masterwork weapons/ armor or a master piece weapon/armor into a magic weapon of the same plus. It is learnable by anyone with a magic bloodline and 10+ in Craft/ Weapon, Craft/ Armor, or Craft/Fletcher.</p><p></p><p>True Spell Forge</p><p>This requires a True Mage lineage or appropriate Bloodline (Divine, Fae etc). It allows Forging of any plus (max 10) of Magic Weapon</p><p></p><p>Craft Wondrous Item is allows limited use items. These items may have 5 uses per day max. </p><p></p><p>Items that are at will are no longer allowed except a Artifacts. </p><p></p><p>My impression of the at will items is that they are the most unbalancing of all items and need to be dealt with </p><p></p><p>Brew Potion and Brew Elixer exist as Normal</p><p></p><p>Forge Ring also allows the Forging of lasting Amulets and other forms of Jewelry if the maker has the appropriate craft skill</p><p></p><p>Inscribe Rune allows the inscription of Wards and Object Runes</p><p></p><p>Engrave Circle is allowed except that meta Magic Feats are permitted </p><p></p><p>Self Item is allowed.</p><p></p><p>Candle Magic is allowed</p></blockquote><p></p>
[QUOTE="Ace, post: 727156, member: 944"] This is most of my rules patches for my new low magic campaign The concept behind it is that magic items are "extras" and do not count to calculating the overall balance of the characters power Also Magic should not dominate the world as it can if you take the system to its furthest extent So without further ado D20 Set Up Notes The Known Lands campaign is set in a medium magic, low magic item and low magical impact game world There are a few changes in store for prospective players #1 The mechanic used will be 40 point DMG point buy or just set your stats #2 There is to be no gender bending #3 The only race available is Human except as noted in #5 #4 All characters must have good alignments #5 If the player group is 5 or more players 1 player may select from 1 or more of the following options a: neutral alignment b: non-human race c: unusual class There are 3 basic house rules #1 Skills are +2 per level for every class #2 The feat progression is as follows: Feats are gained at l, 3, 5, 7, 9, 11, 13, 15, 17, and 19. This is a total of 3 extra feats. #3 Defense bonus based on level will be used #4 One Flaw may be selected Action Points Each Charcter starts with 5 Action points. A character can spend 1 action point to do one of these things: • Alter a single d20 roll used to make an attack, a skill check, an ability check, a level check, or a saving throw. Any Number of Action Points may be spent in a single round The dice rolled are as follows 1st–3th 1d4 4th–6th 1d6 7th–9th 1d8 10th-12th 1d6+1d4 11th –13th 2d6 14th-16th 1d10+1d4 17th-20th 2d8 Epic 2d10 If a percentile roll is called for you may add your die size x5% instead FX may also be purchased with Action Points #1 Lucky Break Spend from 1 to 5 and gain a lucky break. Effects are up to the DM #2 Back from the dead For 10 points a character that is dead can come back. Methods are up to the DM and player but include Lost Magic, Divine Intervention and more #3 Righteous Wrath Good characters (and good characters only) may spend 5 points if sorely provoked by Evil and gain wrath. This ability adds the average of your action dice to very roll made for the Duration of one battle. Hello I am Inigo Montoya, You Killed my Father Prepare to Die. You get the picture #4 Boost Spells Spend 1 point and gain a bonus to your spells DC equal to 1/2 minus 1 of your action dice #5More power Spend a point and gain x spells #6 Surge of Speed Spend 3 for an extra partial action #7 Will to Live For 5 points you automatically stabilize #8 Investiture The item you invest becomes special and will not be Broken or lost. This costs 1 point for a trivial item, 3 points for a minor one, 5 for a major one #9 Nimble Hands 1 Point will finish a job in half the normal time. Two Points and its done in a quarter of the time. 3 point and its done in a tenth of the time! Points refresh automatically at each session. Additional points may also be gained as follows Role playing in Character: 1 point Excellent Role playing is worth 2 Being Heroic with NPC's: 1-3 point. This doesn't count if you back up your buddies though, even bad guys do that. Being Swashbuckling: 1-2 Point Good Dialog: No Monte Python though, a good line is worth a point for sure. A great line is worth 2 Hosed: If the DM messes with you, you get a point Flaw: If your flaw is activated by anyone you get a point If desired a flaw may be selected. This flaw is a psychological bug such as Phobia, Rage, Alcoholism and so on. If an appropriate stimulus in encountered either the DM or any player may activate the flaw. You lose control of the character to the DM although you can role play during the incident. If it is activated you gain a point. If it is really nasty you get two points Example: Jarki the Thul has a Little Drinking Problem (Alcoholism Flaw) His buddies busy exploring the lost tomb of the Lich King leave him a room full of wine casks. The DM seeing an opportunity activates the Flaw and Jarki decides to drink a bit of wine than more until after his friends return with a load of skeletons chasing them they find Jarki quite drunk. Doh! Oh well at least he got the point Magic Magic and Magic using classes Magic in my game world is linked to Bloodlines. Unless a feat is spent only starting characters may take a level as a spell user. If the Feat “True Mage” is taken the Character may take a level of Mage later. The True Mage feats than becomes Prodigal Caster and the characters favored class will always be the spell casting one thereafter All “movement” related spells are reduced in time increment to 1 round per level unless the normal duration is less. This list includes Feather Fall, Levitate, Fly, Mass Fly, Telekinesis, Air walk, Spider Climb, Mage Hand, Greater Mage Hand and Wind walk Damage causing spells reamin unchanged although the spells are are. If a mana point system is implemented the costs of the spells will be increased The following spells are not allowed Any Summon Monster Spells Etherealness Astral Projection Mords Lucubration Avoid Planar Effects Anyspell Azuths Exalted Triad Death Pact Ether Blast Ethereal Mount Dictum Elemental Swarm Ethereal Jaunt Fire Spiders Greater Anyspell Imprisonment/Freedom Maze Otyugh Swarm Plane Shift Ray’s Mnemonic Enhancer Raise Dead Resurrection True Resurrection Mord’s Magnificent Mansion Reality Maelstrom Orders Wrath Rope Trick Revive Outsider Gate Seal Gate Shield of Law Summon Undead Word of Law Word of Chaos Chamber Chaos Hammer (but see the new version) Wrath of Order Detect Law Detect Chaos Any Chaos or Law Spell Blink Displacement Dimension Door Dimension Anchor Dwarmijs Instant Summons Elminsters Evasion Familiar Pocket Dimensional Lock Teleport’ Teleport Without Error Translocation Trick Phase Door Gate Seal Refuge G’elsewhere chant Gemjump Firestride Shadow Walk Any “Shadow” related movement spells from Swashbuckling Adventures Ghostform Passwall Lutazen’s Frequent Jaunt Mass Teleport Teleport Circle Master Earth Xorn Movement Meld Into Stone Refuge Phase Door Portal Seal Portal Shadow Cache Shadow Blast Stone Walk Transport Via Plants Tree Stride Vanish Word of Recall Zone of Respite Displacement Familiars Familiars exist as normal At the GM’s discretion anyone with a magical bloodline may be able to have one as well. A mage that does not have a familiar may substitute the feat for another The following feats are available Improved Familiar (only Tressym, Pseudo Dragon, Imp, Quasit, Wolf) Enspell Familiar Extra Familiar Guardian Familiar Undead Familiar (rare, evil and not allowed at start) Construct Familiar (rare not allowed to start) Token Familiar is not allowed (at least until there are appropriate spells for Teleport) Feats Item Creation Feats are substantially changed for this game Create Wand, Staff, and Rod are treated as one feat. The prerequisite is True Lineage Create Scroll Create Talisman and the creation of minor non rechargeable magic items are One Feat – Minor Craft Magic Create Magic Weapons and Armor is split into Two Feats Spell Forge Spell Forge converts masterwork weapons/ armor or a master piece weapon/armor into a magic weapon of the same plus. It is learnable by anyone with a magic bloodline and 10+ in Craft/ Weapon, Craft/ Armor, or Craft/Fletcher. True Spell Forge This requires a True Mage lineage or appropriate Bloodline (Divine, Fae etc). It allows Forging of any plus (max 10) of Magic Weapon Craft Wondrous Item is allows limited use items. These items may have 5 uses per day max. Items that are at will are no longer allowed except a Artifacts. My impression of the at will items is that they are the most unbalancing of all items and need to be dealt with Brew Potion and Brew Elixer exist as Normal Forge Ring also allows the Forging of lasting Amulets and other forms of Jewelry if the maker has the appropriate craft skill Inscribe Rune allows the inscription of Wards and Object Runes Engrave Circle is allowed except that meta Magic Feats are permitted Self Item is allowed. Candle Magic is allowed [/QUOTE]
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