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General Tabletop Discussion
*Pathfinder & Starfinder
Unintended(?) Consequence of No More X-Mas Tree?
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<blockquote data-quote="Njall" data-source="post: 3916614" data-attributes="member: 54719"><p>As thing stands, low magic is virtually impossible at high levels in 3.x without heavy house ruling, mainly because some stats ( AC, for example ) just don't scale with level (things may change in 4e, since the maths seems like it's being rebuilt from scratch, with defenses scaling with level and every class having some form of limited healing).</p><p>Just look at d20 modern, Star Wars and Conan d20.</p><p>All of these adopt class based AC bonuses to make up for this. </p><p>If you also limit the access to healing magic, high level low magic games quickly become a mess.</p><p></p><p>If you really want to tweak 3e so that it's balanced both for high magic and low magic, I'd do so adding specific feats that duplicate the effect of the "big 6"... </p><p>So, you may create a feat that scales with level and gives a deflection bonus to AC, another one that adds a natural armor bonus to AC, one that adds an Enhancement bonus to a stat and so on.</p><p>Thus, in low magic campaigns the players can be balanced from a purely numeric point of view.</p><p>The feats remain useful in a high magic campaign (albeit to a lesser extent) , since they free up some slots for different magic items, and they don't throw game balance out of whack because the bonuses provided don't stack with those of the magic items they're emulating.</p><p>I'm not sure if it would work, I'd have to test it in game, but it's the best solution I could think of.</p></blockquote><p></p>
[QUOTE="Njall, post: 3916614, member: 54719"] As thing stands, low magic is virtually impossible at high levels in 3.x without heavy house ruling, mainly because some stats ( AC, for example ) just don't scale with level (things may change in 4e, since the maths seems like it's being rebuilt from scratch, with defenses scaling with level and every class having some form of limited healing). Just look at d20 modern, Star Wars and Conan d20. All of these adopt class based AC bonuses to make up for this. If you also limit the access to healing magic, high level low magic games quickly become a mess. If you really want to tweak 3e so that it's balanced both for high magic and low magic, I'd do so adding specific feats that duplicate the effect of the "big 6"... So, you may create a feat that scales with level and gives a deflection bonus to AC, another one that adds a natural armor bonus to AC, one that adds an Enhancement bonus to a stat and so on. Thus, in low magic campaigns the players can be balanced from a purely numeric point of view. The feats remain useful in a high magic campaign (albeit to a lesser extent) , since they free up some slots for different magic items, and they don't throw game balance out of whack because the bonuses provided don't stack with those of the magic items they're emulating. I'm not sure if it would work, I'd have to test it in game, but it's the best solution I could think of. [/QUOTE]
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Unintended(?) Consequence of No More X-Mas Tree?
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