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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: 1352878" data-attributes="member: 7531"><p>I won't be allowing keen or wounding, but I was thinking of allowing weapon enhancements of, say, up to +2 to be created non-magically. So, masterwork, +1, +2.</p><p></p><p>As for losing items hurting non-casters more: that's what the VoP is for. Basically, the tweaked version I plan to use would give armour enhancement, weapon enhancement, deflection, natural armour, resistance and stat enhancement bonuses based on character level.</p><p></p><p></p><p>Well, they could always take 3 level in another PC class. It's not unheard of in fiction (or D&D: Elminster) for heroes to start out as "normal" adventurers, thieves or warriors, pick up some spellcasting, and then dedicate themselves to the study of magic, neglecting their previous skills (but being still able to fall back on them when needed). We're allowing Versatile in our games (from Rokugan, two skills become class skills) so even a fighter who cares to could get enough ranks the pertinent skills to qualify for a spellcaster by 3rd-level.</p><p></p><p>For those dedicated to the study of magic from the start (which I expect will be only NPCs, but PCs won't be forbidden from it), I plan to allow an upgraded expert: as expert, only 8 skill points, and bonus feats at 1st and every even-numbered level, from a list consisting of the +2/+2 skill feats, Skill Focus, the save feats, proficiencies and some miscellaneous stuff like Track, Run, Endurance, Versatile... They'd also be able to use craft (alchemy) as if they were a spellcaster, and I'm considering adding bardic knowledge: it fits with the scholarly dedicated caster type, and stacks nicely if they take bard levels, so an Exp3/Brd17 would have the same bardic knowledge modifier as a Brd20 under standard rules.</p><p></p><p></p><p>Not really, no. But it's a good point, and something I wasn't thinking about.</p><p></p><p>I've gotten some other interesting suggestions: limiting the number of items created by caster level (say, one item per two or three levels), or investing ability points into items: while you hold the item, the abilities are restored, but if you lose it... naturally, one could create items for others, keyed to their ability scores.</p><p></p><p>Also, I'm wondering if perhaps I should take the simplest route and take item creation (other than potions and scrolls) entirely out of the PCs' (and most NPCs', actually) hands: make all items in effect minor artifacts from ages past, and have the PCs make do with what they find. Provide some opportunities to enhance items in ways they want, but only in special circumstances: for example, they might find a one-use magic tome that provides the benefits of the Craft Magic Arms and Armour for any item of up to 20000 gp.</p></blockquote><p></p>
[QUOTE="jasin, post: 1352878, member: 7531"] I won't be allowing keen or wounding, but I was thinking of allowing weapon enhancements of, say, up to +2 to be created non-magically. So, masterwork, +1, +2. As for losing items hurting non-casters more: that's what the VoP is for. Basically, the tweaked version I plan to use would give armour enhancement, weapon enhancement, deflection, natural armour, resistance and stat enhancement bonuses based on character level. Well, they could always take 3 level in another PC class. It's not unheard of in fiction (or D&D: Elminster) for heroes to start out as "normal" adventurers, thieves or warriors, pick up some spellcasting, and then dedicate themselves to the study of magic, neglecting their previous skills (but being still able to fall back on them when needed). We're allowing Versatile in our games (from Rokugan, two skills become class skills) so even a fighter who cares to could get enough ranks the pertinent skills to qualify for a spellcaster by 3rd-level. For those dedicated to the study of magic from the start (which I expect will be only NPCs, but PCs won't be forbidden from it), I plan to allow an upgraded expert: as expert, only 8 skill points, and bonus feats at 1st and every even-numbered level, from a list consisting of the +2/+2 skill feats, Skill Focus, the save feats, proficiencies and some miscellaneous stuff like Track, Run, Endurance, Versatile... They'd also be able to use craft (alchemy) as if they were a spellcaster, and I'm considering adding bardic knowledge: it fits with the scholarly dedicated caster type, and stacks nicely if they take bard levels, so an Exp3/Brd17 would have the same bardic knowledge modifier as a Brd20 under standard rules. Not really, no. But it's a good point, and something I wasn't thinking about. I've gotten some other interesting suggestions: limiting the number of items created by caster level (say, one item per two or three levels), or investing ability points into items: while you hold the item, the abilities are restored, but if you lose it... naturally, one could create items for others, keyed to their ability scores. Also, I'm wondering if perhaps I should take the simplest route and take item creation (other than potions and scrolls) entirely out of the PCs' (and most NPCs', actually) hands: make all items in effect minor artifacts from ages past, and have the PCs make do with what they find. Provide some opportunities to enhance items in ways they want, but only in special circumstances: for example, they might find a one-use magic tome that provides the benefits of the Craft Magic Arms and Armour for any item of up to 20000 gp. [/QUOTE]
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Rule modifications for a lower-than-default magic world
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