EricNoah said:
I've been considering requiring my PCs (and most NPCs as well) to go through some "NPC" levels before starting a regular PC class. So in essence the PC classes would almost be like a kind of PrC. Maybe a wizard could only be a wizard after he's taken a couple of levels of expert and gained skills in various languages, spellcraft, arcane knowledge, alchemy, and so forth. So a first level wizard might actually be an Exp2/Wiz1. Now, though, I have to consider how much equipment and what challenges are right for someone of that level.
To be honest, I'd considered a similar approach... as I am attempting to develop my current 'campaing setting awareness' to emphasize the idea that the pwer levels my players are accustomed to in their previous campaign are fairly unheard of in this one. Powerful NPC's will invariably include several NPC class levels as well as standard class levels. In the end, I decided that I am trying to set the heroes apart from the rest of the world just a little bit... using the standard classes (as standard as they
are with the other changes I've implemented) really seems to help promote the basic
feel I'm looking for in this regard.
Another example, I am thinking that I want clerical healing to be less effective -- using the method from Wheel of Time, I want cure wounds spells to turn hp into subdual damage. This cascaded into a whole bunch of other issues -- do I want to mess with the Heal skill and make it more viable, what about Herbalism and alchemical concoctions, etc. Also, with healing less available, combat is deadlier. The "shape" of adventuring changes -- fewer combats, maybe fewer "big bad boss with 6-10 henchmen set piece battles in the deepest room in the dungeon" type encounters, more running away, more need for safe places to recuperate, maybe PCs don't range far from civilization, stuff like that.
Strangely, with all the other changes I've implemented, and the fact that about half my group are
Wheel of Time gamers, this idea never occurred to me. Fortunately, I haven't introduced any clerics into my game yet... I might just look into this approach, regardless of the amount of work it would take.
Here's another option: what if the "highest level" that a person (or PCs anyway) can achieve isn't 20th but somewhere around 12th? That could certainly limit the amount and power of magic available, magic items, etc. But then you might want to mess with the XP system so each of those 12 levels lasts a bit longer than they do in core 3e.
I'm gonna try to get the same feel without limiting the advancement so. I've cut back on experience accrual a little bit, and implemented a unique system for level advancement that requires the characters to work at it a bit. Consequentially, spellcasting levels will take a lot more work to acquire... so I expect to see most spellcasting characters take levels in other classes. This helps to promote the 'low-magic' feel I'm looking for. Additionally, I'm implementing the
Elements of Magic system... with a few tweaks here and there... to give magic a 'rawer, more elemental' feel... and some of the
Wild Spellcraft material to add an element of danger to pursuing the craft.
It's all very experimental, of course, but the players seem to dig that.