Point buy in low magic item game.

Paraxis

Explorer
I am putting together a system for my next campain. I want it to be low magic item, not realy low magic.

Anyway, doing the following so far.

Odd levels= gain a feat
4,8,12,16,20= gain a +2 to any ability score
2,6,10,14,18= gain a heroic bonus to AC and all saves +1 each time

I am only allowing scribe scroll, brew potion, and craft wand as item creation feats, no others.

Spells going to require rare components for higher levels, thinking anything after 3rd.

I will use an alternate mundane weapon/armor system giving things that are better then normal masterwork. I am introducing a metal ore and a type of wood that count as magical for overcoming DR. Jade will work as ghost touch.

Anyway I think I covered most of the bases people usualy cover with magic items, increase ability scores, bonus to saves and AC, ability to overcome DR, and a bonus to hit and damage.

Two questions, I was originaly going to do a 32 point buy, one of the players who will be in the group would like a 40 point buy since the fact there will be no (possible one each later) magic items. I was wondering what you guys feel about this is his point a valid one I don't want to dismiss it without thinking it through.

Other question any of you done something similar, any thing I am missing?

Goal is a not to mess with CR and monsters to much, leave the sytem alone for most part, just don't want every character drapped with a dozen magic items. Trying to capture more of a novel feel, where the characters have very few items at all.
 
Last edited:

log in or register to remove this ad

Having higher ability scores isn't the same as having access to all that magic junk. High scores = power; more items = versatility. You're cutting down on the PCs' versatility, so having higher scores won't make up for that. I'd say that your player is just angling for a better character. You said you don't want to mess with CR; well the 32 point buy is the highest that the DMG goes so I'd say that going any higher will most definately mess with CR.

Hope that helps!
 

You said you wanted "low magic item, not realy [sic] low magic," but then you said "Spells [are] going to require rare components for higher levels, [I'm] thinking anything after 3rd." How will that work? If you make components for spells higher than third rare, you won't have any spellcasters in your group unless they're gluttons for punishment. That will by default mean city-based spellcasters (i.e., most NPCs) won't be able to advance past 3rd level spells, so it will be a very low magic world.

You seem to be addressing some of the problems of low-magic worlds--essentially that the monsters are designed for high-magic worlds--but I still caution you to examine each monster carefully before you pit it against the party. It could work, but D&D isn't really designed for it.

Have you considered just running a different system? Warhammer Fantasy RPG or Savage Worlds might suit you better than D&D for what you're trying to accomplish.
 

The idea for rare components is if magic starts to get out of hand. I can foresee that high level spellcasters in a game with very few magic items for others will be unbalanced even more so then now. But if doesn't mess with the game I will not mess with it.

As far as trying another system, well I am up for giving other things a try, was looking a savage worlds ( I am a big fan of Deadlands ) but not in my budget right now and this is an online game others would need access to books. Warhammer is good for its own world but I don't want something that dark. We all have d20 books and have been playing D&D for 20 years or more so want to stay with what we know.

The 32 point buy is where I will probably stick with.

Any other suggestions or help from people who have run a low magic item game before?
 

Heard of Iron Heroes? It may help you out a bit. The PCs gain feats more often, but the feats are part of powerful feat chains, and taking ones that go along with your class (archer, heavy armored fighter, rager, etc) are not only easier to take - it is easier to activate their power (through tokens, although it works in the same method as an assassin (ie: rounds or similar used), so phyical tokens are not necessarily necessary). Also, it uses a system that makes it easier to build up skills - esp class skills. All in all, it works well for (very) low magic systems that want to work in a world where magically dangerous creatures still exist.

I would also suggestion having masterwork - or a new 'grandmasterwork' (DC 30) - count for the purpose of overcoming magic based DR in your system. Similarly, the AL of the character could determine the AL of the attack (or a feat may replace such a need).

As for magical components - if the spell has a type (fire, light, negative, etc) then perhaps the component must come from a creature of said type whose CR is typical of the equivalent casting level. So a part from a CR 9 creature with the Fire subtype is necessary to cast a 4th level fire type spell. Maybe a Profession (taxidermy) or (healer) or a Knowledge check (monster) or (arcana) is necessary to know what to remove - and how to remove it. Failure results in either failure to remove a viable bit (ie: it is so torn up, leaking, etc as to be useless) or the part is removed but not useable (another check to notice, if failure by more than perhaps 5 or 10). Perhaps some rare plants or minerals can substitute. Note that trading towns may have arisen based on this.
 

Remove ads

Top