I haven't carefully read all the posts. So excuse me if I repeat things that were already said.
First I have this thing to say. I think it's a little off the mark to say that standard 3E D&D is diablo-like. If it's Diablo-like, I say that it's because the DM don't handle the game very well. We play by the book, respecting the magic item value progression per level as suggested in the DMG and I've never felt we were playing diablo. Quite the opposite. We played 2E and 1E long enough to still having the reflexes of these editions, that is:
- Most magical items are given by the DM as treasure
- Few spellcasters create magical item even thought the 3E rules makes this easier then ever. Mostly because we still require the spellcaster to acheive quest to get the component for magic item building à la 2E.
Never did we reach the point where we say "Well if I sold my +1 sword and my +3 armor I could buy that item". Never. But we still play a fairly high level of magic. High magic doesn't equal diablo.
That being said, I also enjoy low magic campaign. And in that case, I would be temped to leave the core spellcasting classes alone. They would be rare, very rare among the NPC but just as easy to come by in an adventuring party. And I have absolutly no problems having them more powerful then the non-spellcasting classes. Nobody wants to play them anyway (at least in our group) ! I would probably give them a 20% XP penality or an innability to multi-class (like the paladin or the monk). And I probably would get rid of the monk and create monk oriented feats for fighters. I would replace ranger's spellcasting ability with archery skills (orignal, not virtual feats if possible). And I would let the paladin keep it's spells. The ranger would be the only core class with spells that I would modify. I would keep the bard almost as is, but I would give him two more skill points per level and switch cha with int for spellcasting abilities; they would gain spells just like a wizard, with a spell book. And they wouldn't get automatic spells, they would have to find scrolls and/or spellbooks to copy them. And they would be rare because it's a low magic campaign (I would do the same for wizard). I'd probably have to modify a bit the sorceror, but I would wait until someone played one before...
And there would be almost no "magical" monsters. Maybe undead, but no monsters.
And one last thing. Why change the core classes to have a low magic campaign ? Why being bothered about the fact that many core classes cast spells ? If it bothers you that much, just say that there are very few of them among the "normal" population. Or make them PrC. Like someone pointed out in another thread, in proportion, there is less spellcasting classes in 3E then in 2E !
First I have this thing to say. I think it's a little off the mark to say that standard 3E D&D is diablo-like. If it's Diablo-like, I say that it's because the DM don't handle the game very well. We play by the book, respecting the magic item value progression per level as suggested in the DMG and I've never felt we were playing diablo. Quite the opposite. We played 2E and 1E long enough to still having the reflexes of these editions, that is:
- Most magical items are given by the DM as treasure
- Few spellcasters create magical item even thought the 3E rules makes this easier then ever. Mostly because we still require the spellcaster to acheive quest to get the component for magic item building à la 2E.
Never did we reach the point where we say "Well if I sold my +1 sword and my +3 armor I could buy that item". Never. But we still play a fairly high level of magic. High magic doesn't equal diablo.
That being said, I also enjoy low magic campaign. And in that case, I would be temped to leave the core spellcasting classes alone. They would be rare, very rare among the NPC but just as easy to come by in an adventuring party. And I have absolutly no problems having them more powerful then the non-spellcasting classes. Nobody wants to play them anyway (at least in our group) ! I would probably give them a 20% XP penality or an innability to multi-class (like the paladin or the monk). And I probably would get rid of the monk and create monk oriented feats for fighters. I would replace ranger's spellcasting ability with archery skills (orignal, not virtual feats if possible). And I would let the paladin keep it's spells. The ranger would be the only core class with spells that I would modify. I would keep the bard almost as is, but I would give him two more skill points per level and switch cha with int for spellcasting abilities; they would gain spells just like a wizard, with a spell book. And they wouldn't get automatic spells, they would have to find scrolls and/or spellbooks to copy them. And they would be rare because it's a low magic campaign (I would do the same for wizard). I'd probably have to modify a bit the sorceror, but I would wait until someone played one before...
And there would be almost no "magical" monsters. Maybe undead, but no monsters.
And one last thing. Why change the core classes to have a low magic campaign ? Why being bothered about the fact that many core classes cast spells ? If it bothers you that much, just say that there are very few of them among the "normal" population. Or make them PrC. Like someone pointed out in another thread, in proportion, there is less spellcasting classes in 3E then in 2E !
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