Sans Magica

TuDogz

First Post
I am getting ready to start a campaign with no PC magic.

All players are warrior types. Fighters, Barbarians, Monks, Modified Rangers, Rogues. Standard races. Eventually some PRCs. The only societally acceptable spellcaster NPCs are druids.

I have modifed the skill points so that skills on the fighter list cost half as much to allow for higher skill diversity. I have given a bonus starting feat to all palyers and have plans to award additional campaign-relevant feats as the campaign progresses.

I am looking at some weapon advancement rules to allow for the lack of magic weapons.

Sorcerors, wizards, clerics and paladins are effectively unknown, mythilogical or hunted.

Has anyone tried to run this type of campaign before and do you have any suggestions or cautions?
 

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The obvious caution would be:The monsters you throw at them should be greatly scrutinized, since magic usually plays a big part in defeating them.

Incidently, how do you handle healing?

AR
 

TuDogz said:
I am getting ready to start a campaign with no PC magic.

Has anyone tried to run this type of campaign before and do you have any suggestions or cautions?
I would suggest that if you are going to prevent the PCs from using magic that you just remove it completely from the game. I have found it extremely frustrating to play in a world where all magic is NPC only.

When playing with out magic you will need to carefully rework the CR for most monsters that have special abilities. Also with out healing magic the game's pacing is often very different so you will need to take that into account.
 

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I would suggest that if you are going to prevent the PCs from using magic that you just remove it completely from the game. I have found it extremely frustrating to play in a world where all magic is NPC only.
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The PCs in this case are aware of the nature of the campaign and are fine with it. We are running it as an alternate to a high magic campaign and plan to average a 2 weeks of one 2weeks of the other arrangement.

As far as healing:

NPC druids and Herbalism. Worthy PCs can eventually be taught a modifed herbalism by druids that basically allows healing potion creation.
 

TuDogz said:
The PCs in this case are aware of the nature of the campaign and are fine with it. We are running it as an alternate to a high magic campaign and plan to average a 2 weeks of one 2weeks of the other arrangement.
If you players are fine with it then I hope it goes well. I found it a bit to heavy handed for my tastes but that may have had as much to do with the DM's style as NPC only magic.
 

So you'll have neither spellcasters nor magic items? You'll want to either modify the hit point system, or find some other way to speed up healing. Otherwise be prepared for very difficult combat, lots of PC deaths, and an extremely slow-moving campaign.

A warrior-heavy party without any healing can stand about one normal battle, or two easy ones, before it has to withdraw and rest. If restricted to natural healing, they'll have 1 day of adventuring to each 10-12 days of rest and recovery. This is not a recipe for a thrilling fast-paced game.

Also remember that the CR rules assume standard magical support. With no casters in the party, you'll have to reduce the power level of the enemies they face. In most cases, this means the PCs will fight opponents significantly lower level than themselves. Combined with the lack of magical opposition or magic tactical options, this can turn combat into a monotonous process of grinding away the enemies' hit points. Be sure to vary your combats-- put them in interesting or dangerous environments, or use strange and unusual opponents-- so the players don't get bored.
 
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Instead of no magic items, I'd make it no magic items except those that can be crafted with spells on the Druid spell list.

Then you can let them buy healing potions and speed things up a bit.
 

Let us know how it goes and what rules you put in to allow for healing, overcoming higher CR monsters, etc.

I can easily see a no-magic campaign flying in GURPS or some system where the magic rules are optional, but am interested in how it flies in D&D, where magic is integral to, well, everything from monsters to combat to class balance.

DM2
 

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