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What's your magic level preference?
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<blockquote data-quote="dead_radish" data-source="post: 547702" data-attributes="member: 5560"><p>My favorite magic level is nearly none.</p><p></p><p>I'm dm'ing a high-magic FR campaign, where my players complain if there aren't three or four magic emporiums in every city. It's interesting, but annoying. A recently set of 3 gladiator fights (one on one battles, with pre-buffing) ran to 2 hours, as we recalculated values over rounds, added different bonuses, etc.</p><p></p><p>I play in a very very low magic world, which I love. There are no clerics, wizards, sorcs or druids. The bard is trimmed down, and the adept is the only other "casting" class. To cast spells, you have to have 15+Level in your stat, and the spell list is restricted. Spells are also reduced in duration (Cat's Grace et al are 10 mins/level, not 1 hour, etc). To cast a heal spell, you have to make a heal check dc 10+damage healed-spell level. That's the maximum amount of damage healed (The amount over 10), and that happens over the span of 24 hours. Heals don't stack. </p><p></p><p>It's a blast.</p><p></p><p>The things we've added in to balance it: A "parry bonus" of half your BAB to your AC. Feats at 10th, 12th, 14th, etc. And a "familiarity bonus" to weapons - every two levels you use your primary weapon (or instrument, for bards), you gain a +1 bonus to hit and to damage. If you use another weapon more than your main weapon, it resets. </p><p></p><p>There's also the concept of "fate points" - you get 1d4 fate points (+1 for halflings, +2 for humans) at creation. You can use them to get a +30 on a roll, auto-threaten, etc. You can also craft items using fate points, but it's obscenely hard (You need about a +30 on your check to do a minor item), or spend them for various feats (Lucky - spend X fate points, and gain 3X points to add to your saving throws as you wish. Only at 1st level/Silver Spoon - spend one fate point to gain 2000 gp starting gold. Only at 1st level). But they can only be spent in heroic actions - spending a fate point to get +30 on your climb check to scale the walls and beat back the orcish raiders is fine. Spending a fate point to get +30 to a barter roll to rip off a shopkeeper is not.</p><p></p><p>It makes things much more gritty, imho. You can't come back from the dead. Taking damage scares you. Getting poisoned is deadly. The few spellcasters are treated with awe and fear. It's fun. <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="dead_radish, post: 547702, member: 5560"] My favorite magic level is nearly none. I'm dm'ing a high-magic FR campaign, where my players complain if there aren't three or four magic emporiums in every city. It's interesting, but annoying. A recently set of 3 gladiator fights (one on one battles, with pre-buffing) ran to 2 hours, as we recalculated values over rounds, added different bonuses, etc. I play in a very very low magic world, which I love. There are no clerics, wizards, sorcs or druids. The bard is trimmed down, and the adept is the only other "casting" class. To cast spells, you have to have 15+Level in your stat, and the spell list is restricted. Spells are also reduced in duration (Cat's Grace et al are 10 mins/level, not 1 hour, etc). To cast a heal spell, you have to make a heal check dc 10+damage healed-spell level. That's the maximum amount of damage healed (The amount over 10), and that happens over the span of 24 hours. Heals don't stack. It's a blast. The things we've added in to balance it: A "parry bonus" of half your BAB to your AC. Feats at 10th, 12th, 14th, etc. And a "familiarity bonus" to weapons - every two levels you use your primary weapon (or instrument, for bards), you gain a +1 bonus to hit and to damage. If you use another weapon more than your main weapon, it resets. There's also the concept of "fate points" - you get 1d4 fate points (+1 for halflings, +2 for humans) at creation. You can use them to get a +30 on a roll, auto-threaten, etc. You can also craft items using fate points, but it's obscenely hard (You need about a +30 on your check to do a minor item), or spend them for various feats (Lucky - spend X fate points, and gain 3X points to add to your saving throws as you wish. Only at 1st level/Silver Spoon - spend one fate point to gain 2000 gp starting gold. Only at 1st level). But they can only be spent in heroic actions - spending a fate point to get +30 on your climb check to scale the walls and beat back the orcish raiders is fine. Spending a fate point to get +30 to a barter roll to rip off a shopkeeper is not. It makes things much more gritty, imho. You can't come back from the dead. Taking damage scares you. Getting poisoned is deadly. The few spellcasters are treated with awe and fear. It's fun. :) [/QUOTE]
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