gbonehead Owner - House of Books and Games LLC |
I'm entirely with you guys on this, by the way. I just don't see where any new rules are needed. I do this. I give out an insanely low amount of treasure compared to what should be handed out to maintain WBL. I read an article ages ago (I believe in Dungeon) about running a noir campaign, and the conclusion as I remember was "low-wealth equals a harder, grittier campaign."
I just adjust encounters and such accordingly. Such a setting makes some creatures very very difficult. Fine! They're just difficult creatures.
It's not as if the CRs and encounters are so balance that you can just blindly mix and match and expect balance - you have to balance threats and encounters for your specific group of players and characters or it just won't be any fun.
As an aside, a combination of "we're not sure why new rules are needed" and "Golarion is our standard for a campaign setting" will probably result in never seeing official support for low-wealth campaigns; they write rules, but "low-wealth" isn't a rule, it's a way of running a campaign and all the campaign-specific stuff they put out is oriented towards Golarion.
TimD |
What I want is basically the opposite of epic rules. I want to be able to:
> Remove reliance on expensive gear. Losing your main weapon and armor can possible cripple your character indefinitely due to the unrecoverable funds that represents. You're unable to get quality replacement gear because you lost the old stuff.
> Be able to take a slider and use it to tone down or completely remove magic.
> Draw out leveling in terms of power, but not have long periods of stagnation where nothing progresses.
From the points you make, what you are asking for is actually not "the opposite of epic rules". At least not from what I can see.
In fact, I'd prefer to see some sort of easily mutable sliding scale system similar to what you are asking for as it would probably make higher level play easier as WBL numbers tend get extremely crazy post 20th if you model them on <20 advancement %'s.
-TimD
Buddah668 |
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Deep in the wilderness a 6th level fighter gets his Splint Mail dusted by a rust monster. Taking a few days of work at a long term base camp he rigs up a semi functional set by scavenging a piece meal set of light and medium armor taken from fallen foes. Finally those Ultimate Combat piece meal armor rules can really see some lovely use.
gbonehead Owner - House of Books and Games LLC |
5 Stone Games |
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I find that giving a 1 point level based bonus to AC at every even level and +1 to all saves at 4,8,12,16, and 20 to be roughly balanced with the effects of magic items.
I broke down a couple of suggested levels and it came out slightly in favor of defense which was fine with me.
You can even do away with the save bonus if you use action points.
Do this and if you assume any magic items are a power up rather than a necessity and it should work well enough.
The easiest way to deal with casters is to allow a maximum of 1 caster, full or 3/4 and 1 (or 2 if there are no full or 3/4 casters) 4 level caster per party of 5.
DΗ |
That was why I was using the term "low wealth" .. it's too easy to misconstrue "low magic" as meaning something different.
Essentially, you make the Gear not so important, in addition to low wealth, and limited access to spellcasting.
How do you have low wealth without having less than WBL magic items?
Some sort of mechanic with inherent bonuses, or points you can move around, generally speaking, like the houserule mentioned a few posts up. So you can give them gear at level 1, never give them more gear, and the encounters don't become impossibly difficult.
There are a few houserules that do something similar on these forums, but I'd like something official and well fleshed out.
IkeDoe |
I support you, but I'm afraid it isn't going to happen.
Actually the Pathfinder GameMastering Chapter is hilarious, you've got a table that pretends to tell you the WBL you should use for your homebrew low magic and high fantasy campaigns (or however they call it), they say that you should adjust the encounters in those cases, and there isn't any kind of suggestion about how to do it.
The GameMastery Guide Chapter has got some suggestions that are useless from the side of game mechanics.
If they can't support the different WBL progressions written in their CoreRuleBook, they can't support low wealth+limited magic. WotC didn't for 3.5, after years of publishing odd accesories and splatbooks, all we got was 3rd party stuff (thanks god some of it was really good).
gbonehead Owner - House of Books and Games LLC |
There is no cookbook. There can't be. It's not like baking cookies. The requirements to make a campaign work are as varied as the players and PCs.
You just have to be willing to experiment and adjust until you find the sweet spot. No different than a standard campaign, however - the experience and skill of the GM is far more important than WBL tables and CR charts.
gbonehead Owner - House of Books and Games LLC |
Exactly.
Nothing wrong with that (in fact, it's something that makes magic items feel special), but if that's the way your table runs, you have to realize that "at CR" encounters are actually "above CR" because the party doesn't have gear that they might otherwise be expected to have.
Again, I like that concept (in fact, that's how I typically run my campaigns), but I have to dial down the difficulty of encounters a little as a result.
proudgeek159 |
DH, what you want already exists. It's called "Grittier" by Eridanus Press and is available in the Paizo store. The PDFs are fully PF compatible. I'm on my phone, so I can't link to it right now. It covers pretty much all of your concerns including encounter adjustment, class modifications, and equipment issues. I highly recommend it.
Gnomezrule |
Sounds like you should play PF but run converted old school dnd adventures. Along with actually making characters itemize their character sheets with spell components. Give out almost no items and simply convert "need +1 to hit" to DR/x or give more mundane ways of beating DR. Running Holy Water on your weapons grant bonuses to fighting undead/incorporeal.
Also it seems to me the style of adventure and the nature of the plot are far more what you are talking about than an actual adjustment to the rules.
Back when 3.0 came out they went on and on how it was a return to sword and sorcery as opposed to high fantasy (epitomized by 2E Forgotten Realms). I think they the designers wanted this more than the fan base who quickly wanted Forgotten Realms back. Granted there are many who have always preferred sword and sorcery to high fantasy I just think that the new shiny thing always attracts hence the power kreep.
I really get what you are going for. I just think a careful protection of game feel, themes, and the right blend of encouters can deal with this easily without the need for a new rules set.
DΗ |
Sounds like you should play PF but run converted old school dnd adventures. Along with actually making characters itemize their character sheets with spell components. Give out almost no items and simply convert "need +1 to hit" to DR/x or give more mundane ways of beating DR. Running Holy Water on your weapons grant bonuses to fighting undead/incorporeal.
Also it seems to me the style of adventure and the nature of the plot are far more what you are talking about than an actual adjustment to the rules.
I really get what you are going for. I just think a careful protection of game feel, themes, and the right blend of encouters can deal with this easily without the need for a new rules set.
Yeah, There's the playstyle. But the rules part comes from me wanting to be able to use the monsters out of the book, and not be completely lost when it comes to determining what CR a given monster should be in a no-magic-items game.
I'll have to check out the "Grittier" by Eridanus Press pdf though. Maybe it will provide something useful.
I kindof want it to play a bit more like Conan and Iron Heroes, while still letting me use the Pathfinder stuff for the characters (just not the gear).