twofalls said:Thats a relative statement.
If you do this though I strongly recommend letting the spellcaster caster level = their character level, not their class level, otherwise they will be underpowered vs single-class non-spellcaster PCs. So a Wiz-5/Ftr-5 should cast 10d6 fireballs not 5d6 fireballs.
My solutions for low magic game:
1. Spellcaster can only take 1/2 levels in any 1 spellcaster class (can be Wiz/Clr if desired), but their casting level = the lower of their character level or TWICE their highest spellcaster class level, so Wiz-4/Ftr-6 casts at 8th level (eg 3 magic missiles).
S'mon said:Jester's idea is good, as long as you keep plenty of 'good' spells on the lists it doesn't raise a major balance issue. In general though Clerics & Druids need much more toning down than do Wizzes and Sorcs if you want to keep the arcane casters viable.
Of course, it's debateable how useful the CR system is anyway, unless you have a party of 4 adventures with the standard array of ability scores, magic items and the four standard classes. I've never found it difficult to run a low magic d20 game because of that. But I don't use the CR system as an absolute yardstick for planning encounters and never have.ThirdWizard said:One thing you're going to find is that a low magic campaign is probably more work than a normal magic campaign. Or you've already found.
Past all these concerns is that CR becomes almost useless in a low magic campaign. You have to be able to look at the PCs and guage their effectiveness individually against most critters, because many of the expected abilities for PCs will be gone. Then if you use lots of NPCs, you've got to spend time statting them out. Its definately a lot of work.
Quite right. In the game mentioned above, the low wisdom character (who hasn't enough self control to keep out of extremely rash danger, much to the amusement of his player, and the others) has another sword. Has had for three or four sessions. He believes it's magical, but he doesn't know what it does yet. I don't know what it does yet, other than serve as a masterwork sword, look kinda funky, and draw attention from certain monsters.reanjr said:Low magic to high levels works fine for me. I've never been one for the magic item system in 3e. I would NEVER hand out a +3 longsword. It would have some kind of strange ability, too (glows when orcs are nearby to steal an idea). Usually, the items will have something that requires research to discover (identify does not allow you to activate effects, just know about them). The more powerful the item, the more likely it is cursed (something fun and avoidable).
Well, I'm not interested in taking it to that level, but I'm glad your PC's are having fun getting their tails kicked.Joshua Dyal said:Quite right. In the game mentioned above, the low wisdom character (who hasn't enough self control to keep out of extremely rash danger, much to the amusement of his player, and the others) has another sword. Has had for three or four sessions. He believes it's magical, but he doesn't know what it does yet. I don't know what it does yet, other than serve as a masterwork sword, look kinda funky, and draw attention from certain monsters.All of my characters, at 5th level, have only masterwork weapons, other than that, and the other sword that they couldn't wait to get rid of.