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Tell me about your low magic campaign.
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<blockquote data-quote="Kashell" data-source="post: 1837326" data-attributes="member: 21398"><p><strong> A different type of low magic </strong></p><p></p><p></p><p>Perhaps a little more work (But <strong>much</strong> cooler IMO!) is the campaign I'm running at the moment.</p><p></p><p>The 'world' so to speak is a normal magic world, however, until now it was just a one continent world.</p><p></p><p>The campaign I'm running is on a new, smaller continent that is 'low magic with exceptions' so to speak.</p><p></p><p>I wanted to run a campaign where magic was far less important and 'super natural' type powers were more important, but where magic is not obsolete. The first thing I did was lower the % rolls of all magic items(including scrolls) by 80%. It's relatively easy(just get a calculator) to change the loot profiles (as seen in chapter 3 of DM's manuel) and multiply it out.</p><p></p><p>For example, if a roll of 96-100 at level 1 is a magic item, multiply the amount of possible die rolls by .2 (or 20%) and that will be the amount of rolls for the new chart. In this case, 4 * .2 = .8 , so round up to 1. Now, your new magic % chance roll is only on a 100.</p><p></p><p>The second thing I did was institute a few of the renaissance weapons. Right now I'm only using pistols until I feel things out a bit more, but as long as you make sure to note that such things are 'the absolute highest technology in the world' ...well you get the idea.</p><p></p><p>Lastly, I found some interesting prestige classes and interesting races and molded my world around them. While I won't go into detail, if you check out the Entropomancer class(Complete Divine) and races like the Changling(Monster Manuel 3) you might get an idea as to how to create your own world.</p><p></p><p></p><p>It takes careful balance or else a world like this could easily overpowered or underpowered. The best way to deal with this is directly how you create your 'super bad guys' ...you know, the ones you have make cameo appearances until the heros discover that he's really the evil lord of the world when they thought he was good the entire time...or something. <img src="http://www.enworld.org/forum/images/smilies/devious.png" class="smilie" loading="lazy" alt=":]" title="Devious :]" data-shortname=":]" /> </p><p></p><p>Rule #2 for me is to make sure that the villians are just as cool with just as long of a history as the PC's(since my PC's tend to create interesting backstories...) and that your bad guys are the epitome of your world. It's good for keeping the PC's "Important but not unique" in the world when you have a similarly cool bad guy. </p><p></p><p>Just make sure to not make the "The PC's can't do anything" mistake with your bad guys. If they want to kill him, make it realistic. If they get over their heads(where you're absolutely sure they will die) then don't just kill them off...I would instead send them somewhere where they had to earn their way back out...In other words, they don't take XP penalties and lose items for "dieing" but instead suffer a set back in their quest of saving the world...sometimes, with that set back being grave indeed... <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> </p><p></p><p></p><p>-Kash</p><p></p><p></p><p>Edit: I knew I forgot something. About Sorcs, Wizards and such, I give them one half the spells that they 'know'(except those gained at first level and not counting cantrips - - rounded down) Make sure however, that you balance it, whatever way you do it. (Player arguements for which class is best with nerfs and all = teh suck.)</p></blockquote><p></p>
[QUOTE="Kashell, post: 1837326, member: 21398"] [b] A different type of low magic [/b] Perhaps a little more work (But [b]much[/b] cooler IMO!) is the campaign I'm running at the moment. The 'world' so to speak is a normal magic world, however, until now it was just a one continent world. The campaign I'm running is on a new, smaller continent that is 'low magic with exceptions' so to speak. I wanted to run a campaign where magic was far less important and 'super natural' type powers were more important, but where magic is not obsolete. The first thing I did was lower the % rolls of all magic items(including scrolls) by 80%. It's relatively easy(just get a calculator) to change the loot profiles (as seen in chapter 3 of DM's manuel) and multiply it out. For example, if a roll of 96-100 at level 1 is a magic item, multiply the amount of possible die rolls by .2 (or 20%) and that will be the amount of rolls for the new chart. In this case, 4 * .2 = .8 , so round up to 1. Now, your new magic % chance roll is only on a 100. The second thing I did was institute a few of the renaissance weapons. Right now I'm only using pistols until I feel things out a bit more, but as long as you make sure to note that such things are 'the absolute highest technology in the world' ...well you get the idea. Lastly, I found some interesting prestige classes and interesting races and molded my world around them. While I won't go into detail, if you check out the Entropomancer class(Complete Divine) and races like the Changling(Monster Manuel 3) you might get an idea as to how to create your own world. It takes careful balance or else a world like this could easily overpowered or underpowered. The best way to deal with this is directly how you create your 'super bad guys' ...you know, the ones you have make cameo appearances until the heros discover that he's really the evil lord of the world when they thought he was good the entire time...or something. :] Rule #2 for me is to make sure that the villians are just as cool with just as long of a history as the PC's(since my PC's tend to create interesting backstories...) and that your bad guys are the epitome of your world. It's good for keeping the PC's "Important but not unique" in the world when you have a similarly cool bad guy. Just make sure to not make the "The PC's can't do anything" mistake with your bad guys. If they want to kill him, make it realistic. If they get over their heads(where you're absolutely sure they will die) then don't just kill them off...I would instead send them somewhere where they had to earn their way back out...In other words, they don't take XP penalties and lose items for "dieing" but instead suffer a set back in their quest of saving the world...sometimes, with that set back being grave indeed... ;) -Kash Edit: I knew I forgot something. About Sorcs, Wizards and such, I give them one half the spells that they 'know'(except those gained at first level and not counting cantrips - - rounded down) Make sure however, that you balance it, whatever way you do it. (Player arguements for which class is best with nerfs and all = teh suck.) [/QUOTE]
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