Weapon vs Armour type modifiers

If you run a low magic campaign, it is very easy to have the players use different weapons.

Magic or otherwise special weapons are seldomly found in such a setting, and if you give them out, make them of different types - one finds a MW Crossbow, the other 15 Screaming Arrows +1, another one a +1 shortsword, yet another one a +2 heavy flail. If you start at low level, the characters will have all the time to choose their favourite weapon - if they want to chose them at all, once they know that they can´t count on what type of weapon they´ll find next.

There is no need for "weapon vs. armor" modifiers here.

The main problem in a low magic setting might be adjusting encounters vs. monsters (NPCs are no problem if they use a similar amount of magic items as the characters)...
 

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My own group is pretty large. 9 players. I don't think personally I would add this rule because I'm already looking for ways to speed up combat, but I don't see why it's that big of a deal. Just an new tactic to think about, if you're into that.

I kind of dig the dr/whatever method that was suggested. Seems in keeping with the game and relatively easy to work.

As far as the monsters, really it wouldn't take too much effort. Who says you need to adjust them all at once? Do it as you go. Whenever you use a new monster, just add the note.

Some monsters already have this, so it seems like there's somewhat of a precident.
 


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