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Possible "rewards" for not having a talent for magic?

retan

Explorer
I am in the process of creating a new setting. One of the elements of that setting is that most (roughly 9 of 10) humans, dwarves, halflings and half-orcs are incapable of learning magic (any type of magic), regardless of their stats. Further, I thought that I should allow the players to choose for their characters whether they have the talent for magical or not.

Therefore I thought that I should give some form of minor reward for choosing not to have a talent for magic. Without such a reward, everyone would choose for the character to have the magic talent so that they chould choose to multiclass into a spellcasting class or take a prestige class that grants spellcasting or spell-like abilities.

My question to you is: What do you think would be a suitable reward?

-- Retan
 

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I think this is only an issue if you feel that the spellcasting classes are more powerful than the others.

If my character concept is a Fighter/Rogue then that is what I will play, multi-classing for a secondary spellcasting class is generally not that worth it. If the concept is a Fighter/Cleric then I would chose that route. So a reward would not motivate me in making that choice.

As PCs are "special" they would probably fall within that 1/10 that do have magical ability so a party of spellcasters should still not be mould-breaking.

If you still do want to go down this route then I would suggest a bonus to all saves vs spell effects of +1 +1/5 Levels or some other defence against magic.
 
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Give all who have no magic potential a single, once in a lifetime, re-roll. Use it for HP when going up a level. Use it for re-making that saving throw. Whatever. Alternative: allow them to heal 1 extra hp a day. Their magic potential is instead focused on body maintenance.
 

It seems obvious to me that there should be a reward for not being able to use magic. Since they don't have magic, having a slight resistance to magic (+1 save, +1/5 levels) as suggested above would seem fitting.

Equally fitting would be to give them a perk unrelated to magic. Perhaps an extra feat, or an extra skill point every level. Something good but not overwhelming.
 

It could simply be that:

Caster: Spell-Focus feat.
Non-Caster: Any figther bonus feat or any skill or saves feats.

So all player get a feat for free, but the non-caster have a greater choice than the caster.
 

Therefore I thought that I should give some form of minor reward for choosing not to have a talent for magic.

Think in the reverse. Unless a spell casting class is taken at 1st level, they can never develop magic - except (always an except) if they spend a feat for "magic potential", a feat that can only be taken at 1st level. Unless they think magic fits their plan or as a beginning class, this should keep magic very rare. But even peasants have a feat. That poor farmer's son has the potential to become the worlds greatest sorcerer, but not one person else in his village has that potential, and that boy may never find he has it.
Now, you said only 1 in 10 has the potential - but how many who have the potential actually manifest it? Consider a village of 200 people - 20 have the potential, but how many actually do cast?
 

Silverglass said:
I think this is only an issue if you feel that the spellcasting classes are more powerful than the others.

If my character concept is a Fighter/Rogue then that is what I will play, multi-classing for a secondary spellcasting class is generally not that worth it. If the concept is a Fighter/Cleric then I would chose that route. So a reward would not motivate me in making that choice.

As PCs are "special" they would probably fall within that 1/10 that do have magical ability so a party of spellcasters should still not be mould-breaking.

I agree. I mean, if you play by the standard D&D rules, a player can pick any class they want. Those that pick fighter, rogue, barbarian, etc. (the non-spellcasters) don't get a reward for not taking a spellcasting class.
 

Grazzt said:
I agree. I mean, if you play by the standard D&D rules, a player can pick any class they want. Those that pick fighter, rogue, barbarian, etc. (the non-spellcasters) don't get a reward for not taking a spellcasting class.
True, but this also includes prestige classes. A rogue who becomes an assassin will not be able to cast the arcane spells, nor a fighter who wants to become a sacred defender gaining divine spells. It effects your future - and you may not realize what final goal that character is to follow until higher level (I hadn't planned on my rogue becoming an assassin, but the longterm game has been very dark, and it makes sense for the PC to develop in this direction). That said, the bonus should be less then a feat or bonus skills, otherwise all magic potentially capable people would be weaker (imagine: a fighter with the potential to cast spells being several skill points or a feat less then his fellow fighters w/out magic potential - he would be an awkward version, less skilled/capable then his fellows).
 

I like the idea of 1st level Feats that are a bit more powerful than normal Feats.

Spellcaster
Prereq: 1st level, 13+ Int, Wis or Cha
Benefit: You can cast spells.

Lucky
Prereq: 1st level
Benefit: +1 to all Saving Throws

Natural Prodigy
Prereq: 1st level
Benefit: +1 to any physical ability score

Elemental Attunement
Prereq: 1st level, 13+ Con
Benefit: Energy Resistance 5 to any one energy type (Acid, Cold, Electricity, Fire, Sonic)

Enhanced Vitality
Prereq: 1st level, 13+ Con
Benefit: +4 on all Fort saves vs. Poison, Disease, Necromancy and Undead special attacks

Skill Prodigy
Prereq: 1st level
Benefit: +4 unnamed bonus to any one skill, stacks with Skill Focus

... basically, along the lines of Arcana Unearthed's Talent system.

-- N
 

Nifft said:
I like the idea of 1st level Feats that are a bit more powerful than normal Feats.

Spellcaster
Prereq: 1st level, 13+ Int, Wis or Cha
Benefit: You can cast spells.

Lucky
Prereq: 1st level
Benefit: +1 to all Saving Throws

Natural Prodigy
Prereq: 1st level
Benefit: +1 to any physical ability score

Elemental Attunement
Prereq: 1st level, 13+ Con
Benefit: Energy Resistance 5 to any one energy type (Acid, Cold, Electricity, Fire, Sonic)

Enhanced Vitality
Prereq: 1st level, 13+ Con
Benefit: +4 on all Fort saves vs. Poison, Disease, Necromancy and Undead special attacks

Skill Prodigy
Prereq: 1st level
Benefit: +4 unnamed bonus to any one skill, stacks with Skill Focus

... basically, along the lines of Arcana Unearthed's Talent system.

-- N

Only problem with this is since humans gets two feats, it might make them that much more powerful against other races. But your milege may vary.
 

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