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Starting up a rare-magic-item campaign
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<blockquote data-quote="Matthias" data-source="post: 3860383" data-attributes="member: 3625"><p>I've preparations underway for running a D&D low-magic (actually a rare-magic-item) campaign. There are a few radical changes to the standard rules that I'm going to implement, primarily for flavor purposes.</p><p></p><p>1) Magic items will be very rare. (To facilitate this, Item Creation and the I.C. feats will have additional restrictions to keep their use from being as casual as they are in the standard rules.) The vast majority (99%+) of masterwork weapons, armor, and shields will be nonmagical. Weapons, armor, and shields with special powers beyond a simple enhancement bonus are invariably legendary and highly valued, nearly as much as artifacts are. "True" artifacts do not exist as such, and if they do they are powered down relative to D&D standard.</p><p></p><p>2) Alchemical items are much more common. There is a widespread code of honorable combat in the game world this campaign takes place in which forbids the use of chemical weapons and explosives, though not everyone cares much for being 'honorable'...</p><p></p><p>3) The Masterwork rules for weapons, armor, and shields is expanded to make up for the lack of magically-enhanced equipment. In this system, weapons can have a masterwork bonus to attack, damage, or both (these stack for purposes of determining the price markup). Shields and armor can gain a masterwork bonus to AC or lowered ACP (these also stack). Shield and armor spikes can gain bonuses to attack but these count separately from the shield's or armor's own total masterwork bonus.</p><p></p><p>Masterwork bonus == cost markup</p><p>(formula: bonus^2 * 300 gp)</p><p>+1 == +300 gp </p><p>+2 == +1,200 gp</p><p>+3 == +2,700 gp</p><p>+4 == +4,800 gp</p><p>+5 == +7,500 gp</p><p>+6 == +10,800 gp</p><p>+7 == +14,700 gp</p><p>+8 == +19,200 gp</p><p>+9 == +24,300 gp</p><p>+10 == +30,000 gp</p><p>(beyond +10 is epic-level, based on the idea that a +10 masterwork nonmagic weapon is mechanically equivalent to a magical +5 weapon)</p><p></p><p>4) Personal magic is unchanged for the most part.</p><p></p><p>5) There are no gnomes or sorcerers in this campaign setting, and paladins are a prestige class (along with blackguards).</p><p></p><p>6) All PCs have maximum hit points for their class & level (I use this for all my games pretty much, but in this case it will matter more than usual).</p><p></p><p>7) Campaign material is limited to what appears in the PHB, DMG, or MM1, unless otherwise noted.</p><p></p><p></p><p>That's the crunchy parts of the house rules for the campaign that vary from the SRD.</p><p></p><p></p><p>So my concerns are: how do I keep the PCs alive without the usual grab bag of magic items they carry around improve their defenses? I don't want to limit the spellcasting ability of monsters and NPCs they will face, whose effective CRs will for certain be higher than their normal ratings.</p><p></p><p>I've considered adapting the rules for voluntary poverty (BOXD 29-31) and expanding them to cover both good and evil characters alike and removing the exalted flavor of the benefits of keeping the vow of poverty (and without requiring the characters to take and keep the Sacred Vow and Vow of Poverty feats -- these benefits would come automatically and nonmagically).</p><p></p><p>Advice, constructive criticism?</p></blockquote><p></p>
[QUOTE="Matthias, post: 3860383, member: 3625"] I've preparations underway for running a D&D low-magic (actually a rare-magic-item) campaign. There are a few radical changes to the standard rules that I'm going to implement, primarily for flavor purposes. 1) Magic items will be very rare. (To facilitate this, Item Creation and the I.C. feats will have additional restrictions to keep their use from being as casual as they are in the standard rules.) The vast majority (99%+) of masterwork weapons, armor, and shields will be nonmagical. Weapons, armor, and shields with special powers beyond a simple enhancement bonus are invariably legendary and highly valued, nearly as much as artifacts are. "True" artifacts do not exist as such, and if they do they are powered down relative to D&D standard. 2) Alchemical items are much more common. There is a widespread code of honorable combat in the game world this campaign takes place in which forbids the use of chemical weapons and explosives, though not everyone cares much for being 'honorable'... 3) The Masterwork rules for weapons, armor, and shields is expanded to make up for the lack of magically-enhanced equipment. In this system, weapons can have a masterwork bonus to attack, damage, or both (these stack for purposes of determining the price markup). Shields and armor can gain a masterwork bonus to AC or lowered ACP (these also stack). Shield and armor spikes can gain bonuses to attack but these count separately from the shield's or armor's own total masterwork bonus. Masterwork bonus == cost markup (formula: bonus^2 * 300 gp) +1 == +300 gp +2 == +1,200 gp +3 == +2,700 gp +4 == +4,800 gp +5 == +7,500 gp +6 == +10,800 gp +7 == +14,700 gp +8 == +19,200 gp +9 == +24,300 gp +10 == +30,000 gp (beyond +10 is epic-level, based on the idea that a +10 masterwork nonmagic weapon is mechanically equivalent to a magical +5 weapon) 4) Personal magic is unchanged for the most part. 5) There are no gnomes or sorcerers in this campaign setting, and paladins are a prestige class (along with blackguards). 6) All PCs have maximum hit points for their class & level (I use this for all my games pretty much, but in this case it will matter more than usual). 7) Campaign material is limited to what appears in the PHB, DMG, or MM1, unless otherwise noted. That's the crunchy parts of the house rules for the campaign that vary from the SRD. So my concerns are: how do I keep the PCs alive without the usual grab bag of magic items they carry around improve their defenses? I don't want to limit the spellcasting ability of monsters and NPCs they will face, whose effective CRs will for certain be higher than their normal ratings. I've considered adapting the rules for voluntary poverty (BOXD 29-31) and expanding them to cover both good and evil characters alike and removing the exalted flavor of the benefits of keeping the vow of poverty (and without requiring the characters to take and keep the Sacred Vow and Vow of Poverty feats -- these benefits would come automatically and nonmagically). Advice, constructive criticism? [/QUOTE]
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