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<blockquote data-quote="BSF" data-source="post: 1944943" data-attributes="member: 13098"><p>Got it! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p>My observations are that 3.x is so tightly designed that it is challenging to try to uncouple the rampant damage scale of magic. The changes that you need to make may begin with the spells, but they surely do not end there. It is a little more challenging than running a low-magic item game. </p><p></p><p>For ideas I would recommend looking at books such as Bad Axe Games' Grim Tales, Mongoose's Conan, possibly Wheel of Time, and maybe Green Ronin's upcoming Blue Rose. </p><p></p><p>If I were going to experiment with scaling the power of spells downward, I would probably remove all flashy evocations from the Cleric lists, scale up Sorcerors and Wizards to a d6 HD, give them simple weapons and move evocations to scaling half as effectively. So, a Fireball would do 1d6/2 levels and max out at 5d6. I would leave abjurations and basic buffing spells as is. Necromantic attack spells would be nerfed as well. The Druid I would exclude from the game initially. Prestige class the Bard, Paladin, and Ranger. Or I would flat out remove spellcasting from Paladin & Ranger. </p><p></p><p>I'm not sure how well those changes would be received, but it might make for an interesting game. </p><p></p><p>Is that closer to what you were looking for?</p></blockquote><p></p>
[QUOTE="BSF, post: 1944943, member: 13098"] Got it! :) My observations are that 3.x is so tightly designed that it is challenging to try to uncouple the rampant damage scale of magic. The changes that you need to make may begin with the spells, but they surely do not end there. It is a little more challenging than running a low-magic item game. For ideas I would recommend looking at books such as Bad Axe Games' Grim Tales, Mongoose's Conan, possibly Wheel of Time, and maybe Green Ronin's upcoming Blue Rose. If I were going to experiment with scaling the power of spells downward, I would probably remove all flashy evocations from the Cleric lists, scale up Sorcerors and Wizards to a d6 HD, give them simple weapons and move evocations to scaling half as effectively. So, a Fireball would do 1d6/2 levels and max out at 5d6. I would leave abjurations and basic buffing spells as is. Necromantic attack spells would be nerfed as well. The Druid I would exclude from the game initially. Prestige class the Bard, Paladin, and Ranger. Or I would flat out remove spellcasting from Paladin & Ranger. I'm not sure how well those changes would be received, but it might make for an interesting game. Is that closer to what you were looking for? [/QUOTE]
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