Emirikol
Adventurer
DM Tweaks
I'm surprised that nobody's brought up the issue of what a DM must do differently in a low magic game.
In a normal D&D game, he can hand out items like candy. The spell access can be a free for all. Monsters can be epic level just to fight 5th level parties. Well, how about a lower-magic game? It seems there's more restraint in order on the part of the DM.
Ace does a fairly accurate listing of AC and damage/hit bonus for fighters so I came up with a quick chart.
HERE'S AN ASSESSMENT OF A LOWER MAGIC GAME WITH A STANDARD D&D GAME:
a) Assume the following power-down issues for a lower magic game:
* Spellcasters: 1 level of a non-spellcasting class for each 4 levels (multiclass 1st, 6th, 11th, 16th, 21st).
* Certain "crucial" spells are bumped up a level (teleport, fly, invisibility, create food/water, fireball, sleep, raise dead spells, etc.).
* Magic items as per chart below, plus no PC will typically have more than 1 permanent magic item per couple levels and they may come and go throughout the adventures.
b) For balance, the DM could simply lower/remove DR magic or super-high AC or super-high damage from most monsters and add a few hit points instead making for an easy balance..but let's assume a sort-of dumb DM for the sake of argument.
EQUIVALENCY TABLE:
EL OR.........EQIVALENT.......MAGIC ....................STANDARD
D&D...........LOWER MAGIC...ITEM.......AVERAGE....SPELLCASTER
CHAR.........CHARACTER.......PLUS.......MONSTER...SPELL LEVEL
LEVEL.........LEVEL..............AVERAGE......AC........EQUIVALENT
-------------------------------------------------------------
1................1-4................M.W..........14..........0-1
2-4.............5-7................+1............15...........2
5-6.............8-10..............+1.5..........16...........3
7-8.............11-13.............+2.............18..........4
9-10...........13-16.............+2.5...........20..........5
11-12..........17-19.............+3.............23..........6
13-14..........20-23.............+3.5..........27...........7
15-16..........24-25.............+4.............28..........8(9 typically with bumps)
17-20..........26-30.............+5*...........30...........9
* This doesn't take into account that a magical item may be massively strong as a plot device in a lower magic game and then removed from play, where as that same item would be a permanent addition in a standar D&D game. THis also doesn't take into account all the "swiss-army functions" of multiple-magical-stacking weapons (frost, bane +2 swords).
Thoughts?
jh
..
I'm surprised that nobody's brought up the issue of what a DM must do differently in a low magic game.
In a normal D&D game, he can hand out items like candy. The spell access can be a free for all. Monsters can be epic level just to fight 5th level parties. Well, how about a lower-magic game? It seems there's more restraint in order on the part of the DM.
Ace does a fairly accurate listing of AC and damage/hit bonus for fighters so I came up with a quick chart.
HERE'S AN ASSESSMENT OF A LOWER MAGIC GAME WITH A STANDARD D&D GAME:
a) Assume the following power-down issues for a lower magic game:
* Spellcasters: 1 level of a non-spellcasting class for each 4 levels (multiclass 1st, 6th, 11th, 16th, 21st).
* Certain "crucial" spells are bumped up a level (teleport, fly, invisibility, create food/water, fireball, sleep, raise dead spells, etc.).
* Magic items as per chart below, plus no PC will typically have more than 1 permanent magic item per couple levels and they may come and go throughout the adventures.
b) For balance, the DM could simply lower/remove DR magic or super-high AC or super-high damage from most monsters and add a few hit points instead making for an easy balance..but let's assume a sort-of dumb DM for the sake of argument.
EQUIVALENCY TABLE:
EL OR.........EQIVALENT.......MAGIC ....................STANDARD
D&D...........LOWER MAGIC...ITEM.......AVERAGE....SPELLCASTER
CHAR.........CHARACTER.......PLUS.......MONSTER...SPELL LEVEL
LEVEL.........LEVEL..............AVERAGE......AC........EQUIVALENT
-------------------------------------------------------------
1................1-4................M.W..........14..........0-1
2-4.............5-7................+1............15...........2
5-6.............8-10..............+1.5..........16...........3
7-8.............11-13.............+2.............18..........4
9-10...........13-16.............+2.5...........20..........5
11-12..........17-19.............+3.............23..........6
13-14..........20-23.............+3.5..........27...........7
15-16..........24-25.............+4.............28..........8(9 typically with bumps)
17-20..........26-30.............+5*...........30...........9
* This doesn't take into account that a magical item may be massively strong as a plot device in a lower magic game and then removed from play, where as that same item would be a permanent addition in a standar D&D game. THis also doesn't take into account all the "swiss-army functions" of multiple-magical-stacking weapons (frost, bane +2 swords).
Thoughts?
jh
..