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Community
General Tabletop Discussion
*TTRPGs General
Toning Down the Magic
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<blockquote data-quote="Grazzt" data-source="post: 2191254" data-attributes="member: 7"><p>Agreed. We made it what like 20 years or more without a CR system. <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></p><p>As for the low magic aspect, IMC, spellcasters are all multiclassed and have to be. No character (including NPCs) can ever have more than 1/2 their total character level in a true spellcasting class (cleric, druid, wizard, sorcerer). </p><p></p><p>This really tones magic down because the maximum level spell anyone will ever get is 5th (at character level 18th at the earliest....for example: 9th-level fighter/9th-level wizard).</p><p></p><p>Note, a character's caster level [for determination of spell effects, etc] is the level of his true spellcasting class, plus 1/3 of all non-spellcasting classes. So, the 9th-level fighter/9th-level wizard above would have a caster level of 12th (9 from wizard, plus 3 from his fighter levels) to determine spell effects (range, damage, etc.)</p><p></p><p>Another thing I did was remove all Item Creation feats. They are still in the game, just not accessible as feats anymore. They are the realm of the Artificer prestige class. You wanna make magic items, you take levels in that class (which requires a lot of ranks in various Craft skills, some non-combative feats, etc.....). The class is rare (because most of my players dont dump ranks in Craft skills or take a lot of non-combative feats and never qualify for the class), thus magic item creation is extremely rare (no magic shops either).</p><p></p><p>Bottom line, it may not be for everyone, but I dig it and my players dig it...and there ya go. <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></p><p>(Ive offset some of the delayed magic by introducing non-magical healing in the form of herbs for example; also other minor things such as tattoo magic, herbal magic, etc exist...so characters arent completely nerfed or hampered....just toned way down in the magic department. <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></blockquote><p></p>
[QUOTE="Grazzt, post: 2191254, member: 7"] Agreed. We made it what like 20 years or more without a CR system. :) As for the low magic aspect, IMC, spellcasters are all multiclassed and have to be. No character (including NPCs) can ever have more than 1/2 their total character level in a true spellcasting class (cleric, druid, wizard, sorcerer). This really tones magic down because the maximum level spell anyone will ever get is 5th (at character level 18th at the earliest....for example: 9th-level fighter/9th-level wizard). Note, a character's caster level [for determination of spell effects, etc] is the level of his true spellcasting class, plus 1/3 of all non-spellcasting classes. So, the 9th-level fighter/9th-level wizard above would have a caster level of 12th (9 from wizard, plus 3 from his fighter levels) to determine spell effects (range, damage, etc.) Another thing I did was remove all Item Creation feats. They are still in the game, just not accessible as feats anymore. They are the realm of the Artificer prestige class. You wanna make magic items, you take levels in that class (which requires a lot of ranks in various Craft skills, some non-combative feats, etc.....). The class is rare (because most of my players dont dump ranks in Craft skills or take a lot of non-combative feats and never qualify for the class), thus magic item creation is extremely rare (no magic shops either). Bottom line, it may not be for everyone, but I dig it and my players dig it...and there ya go. :) (Ive offset some of the delayed magic by introducing non-magical healing in the form of herbs for example; also other minor things such as tattoo magic, herbal magic, etc exist...so characters arent completely nerfed or hampered....just toned way down in the magic department. :)) [/QUOTE]
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