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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Rule modifications for a lower-than-default magic world
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<blockquote data-quote="alaric" data-source="post: 1350389" data-attributes="member: 296"><p>Some random thoughts. First off, IMO, if you decrease the quantity of magic items this hurts the fighter types more than the wizards. It's pretty much presumed that high level fighters have massively damaging weapons, if they don't then their damage potential goes way down, while the mage only loses two spell levels worth. So at 12th level the mage is dropping 10d6 fireballs and the fighter has his masterwork great sword that does 2d6+3 per hit. To combat this one of the things i've thought about is removing the current masterwork premise and instead allow some of the more mundane magical effects are now attributed to fine craftsman instead of magic item manufacture. So you could have a Damascus Steel Longsword that was +2/+2, or a Dwarven Battle Axe that leaves greavous wounds [Wounding], or a razor sharp Katana [Keen]. That evens things out a bit.</p><p></p><p>Secondly, what class do you expect would be wizards to take until they get to third level? You need a class that provides the prerequisites for each of the classes, or alternatively, you could leave the classes as they are and just make then not gain spell levels until 3rd level. You need to give something at those lower levels or would be mages become complete baggage until they reach 3rd level. You should probably give them some kind of abilities, at least 1 or 2 of which can be used in combat, just so they aren't bored stiff. You may want to take some spells, tune them down quite a bit, and give them as skills or spell-like abilities. For example, take something like scry, turn it into the scry skill. Instead of letting you see things and people clearly you just get slight glimpses of images, shadowy images, that gives you some idea of what's going on, but without knowing the specifics. For combat you may want to give them some kind of small elemental attack, give them some kind of ability to distract opponents, or minor illusions to confuse people.</p><p></p><p>Less items that are more powerful sounds fine with me, but if you atune them to the caster so that he doesn't want to give them up then you will likely see alot of caster-centric items, and very few weapons, shields, and armor. That may be what your going for though.</p><p></p><p>I don't know much about Vow of Poverty, so I won't comment on that.</p></blockquote><p></p>
[QUOTE="alaric, post: 1350389, member: 296"] Some random thoughts. First off, IMO, if you decrease the quantity of magic items this hurts the fighter types more than the wizards. It's pretty much presumed that high level fighters have massively damaging weapons, if they don't then their damage potential goes way down, while the mage only loses two spell levels worth. So at 12th level the mage is dropping 10d6 fireballs and the fighter has his masterwork great sword that does 2d6+3 per hit. To combat this one of the things i've thought about is removing the current masterwork premise and instead allow some of the more mundane magical effects are now attributed to fine craftsman instead of magic item manufacture. So you could have a Damascus Steel Longsword that was +2/+2, or a Dwarven Battle Axe that leaves greavous wounds [Wounding], or a razor sharp Katana [Keen]. That evens things out a bit. Secondly, what class do you expect would be wizards to take until they get to third level? You need a class that provides the prerequisites for each of the classes, or alternatively, you could leave the classes as they are and just make then not gain spell levels until 3rd level. You need to give something at those lower levels or would be mages become complete baggage until they reach 3rd level. You should probably give them some kind of abilities, at least 1 or 2 of which can be used in combat, just so they aren't bored stiff. You may want to take some spells, tune them down quite a bit, and give them as skills or spell-like abilities. For example, take something like scry, turn it into the scry skill. Instead of letting you see things and people clearly you just get slight glimpses of images, shadowy images, that gives you some idea of what's going on, but without knowing the specifics. For combat you may want to give them some kind of small elemental attack, give them some kind of ability to distract opponents, or minor illusions to confuse people. Less items that are more powerful sounds fine with me, but if you atune them to the caster so that he doesn't want to give them up then you will likely see alot of caster-centric items, and very few weapons, shields, and armor. That may be what your going for though. I don't know much about Vow of Poverty, so I won't comment on that. [/QUOTE]
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Rule modifications for a lower-than-default magic world
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