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Community
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*Pathfinder & Starfinder
Rule modifications for a lower-than-default magic world
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<blockquote data-quote="jasin" data-source="post: 1348232" data-attributes="member: 7531"><p>These are the rule modifications I'm considering for a lower-than-default magic campaign. They are still in development, and I'm not necessarily using all of them; at this point, I'm still looking for suggestions, not presenting a complete system.</p><p></p><p>1) Make all full casters into 20-level PrC's of sorts by requiring the Magical Aptitude feat and ranks in various skills (spellcraft, knowledges, perform for bards...) that can be had by 3rd level. Paladins and rangers have to take Magical Aptitude by 6th level, otherwise they get the non-spellcasting alternate abilities from Complete Warrior.</p><p></p><p>2) Allow magic items to be created without material components, using only XP, at a price of 140 XP per 1000 gp of market price: 1/25 of market price in XP + 1 XP for each 5 gp you'd pay for components. Then, make components very rare, making the XP-only creation the default model. However, if components are available, the caster can still use them and reduce the XP cost.</p><p></p><p>3) Allow magic items other than scrolls and potions to be created without the required feat (other requirements must be satisfied), but require the caster to spend a feat for each magic item he creates. And/or have the caster lose an amount of XP if an item created by him is ever destroyed. And/or require that the item creator physically create the item himself (and re-create it when adding abilities). And/or require a flat addition to cost for each new magic item created, like the +2000 gp for cold iron weapons. But relax or ignore increases in price for wrong slot affinities and multiple abilies. The point is to encourage few powerful signature items in preference to a bunch of generic items, and to make casters unwilling to part with items they create without very good reasons.</p><p></p><p>4) Depending on the availability of magic items, give out a part of the benefits of the Vow of Poverty feat to everyone, as a part of level advancement. Not the supernatural ascetic stuff, but the bonuses to stats, AC, resistance... This should make it easier to balance encounters (the monster CRs expect the party to have a bunch of items) and make such items less important, encouraging the players to concentrate on the fun abilities (by which I mean those that are not just straight numeric bonuses) for the items they do have.</p><p></p><p>Are these feasible? Would you consider playing a spellcaster in this campaign? Would you consider playing a non-spellcaster? Do you notice any loopholes? All comments are welcome.</p></blockquote><p></p>
[QUOTE="jasin, post: 1348232, member: 7531"] These are the rule modifications I'm considering for a lower-than-default magic campaign. They are still in development, and I'm not necessarily using all of them; at this point, I'm still looking for suggestions, not presenting a complete system. 1) Make all full casters into 20-level PrC's of sorts by requiring the Magical Aptitude feat and ranks in various skills (spellcraft, knowledges, perform for bards...) that can be had by 3rd level. Paladins and rangers have to take Magical Aptitude by 6th level, otherwise they get the non-spellcasting alternate abilities from Complete Warrior. 2) Allow magic items to be created without material components, using only XP, at a price of 140 XP per 1000 gp of market price: 1/25 of market price in XP + 1 XP for each 5 gp you'd pay for components. Then, make components very rare, making the XP-only creation the default model. However, if components are available, the caster can still use them and reduce the XP cost. 3) Allow magic items other than scrolls and potions to be created without the required feat (other requirements must be satisfied), but require the caster to spend a feat for each magic item he creates. And/or have the caster lose an amount of XP if an item created by him is ever destroyed. And/or require that the item creator physically create the item himself (and re-create it when adding abilities). And/or require a flat addition to cost for each new magic item created, like the +2000 gp for cold iron weapons. But relax or ignore increases in price for wrong slot affinities and multiple abilies. The point is to encourage few powerful signature items in preference to a bunch of generic items, and to make casters unwilling to part with items they create without very good reasons. 4) Depending on the availability of magic items, give out a part of the benefits of the Vow of Poverty feat to everyone, as a part of level advancement. Not the supernatural ascetic stuff, but the bonuses to stats, AC, resistance... This should make it easier to balance encounters (the monster CRs expect the party to have a bunch of items) and make such items less important, encouraging the players to concentrate on the fun abilities (by which I mean those that are not just straight numeric bonuses) for the items they do have. Are these feasible? Would you consider playing a spellcaster in this campaign? Would you consider playing a non-spellcaster? Do you notice any loopholes? All comments are welcome. [/QUOTE]
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Rule modifications for a lower-than-default magic world
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