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Community
General Tabletop Discussion
*TTRPGs General
The "Low Magic"/"Rare Magic" Conundrum
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<blockquote data-quote="Ace" data-source="post: 3199003" data-attributes="member: 944"><p>Thanks and feel free. I plan to publish them to the web sooner or later -- just a freebie when i get my website going </p><p></p><p>As for your question the skills and feats patch and .alt shield rules were used for about a year with great success </p><p></p><p>The defense patch is based on existing systems (WOT and SW) and a breakdown of gear appropriate at each level and thus should work fine -- I have played a few months with them</p><p></p><p>The other patches are also based on a mathematical breakdown of typical PC gear at the level in question</p><p></p><p>i just subbed out the cloak/vest of resistance for a scaled bonus </p><p></p><p>The stat bonus covers for the "magic books" </p><p></p><p>A charcter with a good magic sword, a single defensive item and a utility item or two should be exactly as strong as standard D&D character of the same level -- </p><p></p><p>say a Fighter 20 with a +x sword, a +x defense item, a +x belt, a few potions and something cool should be as good to go as his regular counterpart -- this allows you to drop the book, the cloak of resistance, 3 defense items and still be equal </p><p></p><p>if you throw in action points or conviction or action dice you should be 100% on par </p><p></p><p>if you slightly reduce monsters you can drop the belt </p><p></p><p>with a few defense feats you can also drop the defense items </p><p></p><p>reserve points does away with magic healing </p><p></p><p>with a few tiny tweaks you can get by with say 1 or maybe 2 cool items that scale as needed </p><p></p><p>if you run them post the results I'd love to see more folks enjoy them</p></blockquote><p></p>
[QUOTE="Ace, post: 3199003, member: 944"] Thanks and feel free. I plan to publish them to the web sooner or later -- just a freebie when i get my website going As for your question the skills and feats patch and .alt shield rules were used for about a year with great success The defense patch is based on existing systems (WOT and SW) and a breakdown of gear appropriate at each level and thus should work fine -- I have played a few months with them The other patches are also based on a mathematical breakdown of typical PC gear at the level in question i just subbed out the cloak/vest of resistance for a scaled bonus The stat bonus covers for the "magic books" A charcter with a good magic sword, a single defensive item and a utility item or two should be exactly as strong as standard D&D character of the same level -- say a Fighter 20 with a +x sword, a +x defense item, a +x belt, a few potions and something cool should be as good to go as his regular counterpart -- this allows you to drop the book, the cloak of resistance, 3 defense items and still be equal if you throw in action points or conviction or action dice you should be 100% on par if you slightly reduce monsters you can drop the belt with a few defense feats you can also drop the defense items reserve points does away with magic healing with a few tiny tweaks you can get by with say 1 or maybe 2 cool items that scale as needed if you run them post the results I'd love to see more folks enjoy them [/QUOTE]
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