Advice and / or Ideas on running a Kingmaker campaign with both mythic and low-magic settings


Kingmaker


Greetings,

As indicated above in the topic heading, I am looking for advice and tips on running a Kingmaker campaign but adjusted with low-magic (no spellcasting above 6th and classes that have spells up to 9th are npcs instead, and pcs cannot take magic item creation beyond potions, scrolls, and wands) and mythic rules (the pcs will eventually become mythic and face mythic trials).

I understand that there are discrepancies between low level and higher levels in regards to requiring access to successively stronger magic items in order to overcome the encounters. I am not 100% but by giving the pcs mythic tiers, I can alleviate some of the discrepancies. I am looking at rewarding the pcs with boons at certain stages or completion of adventures to signify their improvement as heroic adventurers (similiar to what you would experience in a rpg-themed video game).

I also will be lowering the costs of healing magics such as potion and low-level healing spells at "churches" while tying higher level healing spells to quests instead of monetary costs.

Beyond those adjustments, what other recommendations do you fine folks have?

CB out.


A few thoughts:

1) +1, +2 etc. weapons could be variations on masterwork weapons. That is, a +1 weapon is not a magical weapon, but a masterwork weapon. A +5 weapon (no magic to it) is a powerful blade forged by an obscure master smith. Magical weapons would have properties like Flaming, Holy, and Mime Bane.

2) Increase the BP cost of things like Caster Towers, Temples, and Magical Academies. If magic is rare, these buildings ought to be rare as well.

3) If you're willing to do a lot of work, consider changing the Stolen Lands into a Wild West setting with the "guns everywhere" setting option. You can make the thing mythic by tying the mythic gains to specific trials. Imagine, for example, your players leading rifle-toting cavalry against a furious beast at the end of RRR.


pennywit wrote:

A few thoughts:

1) +1, +2 etc. weapons could be variations on masterwork weapons. That is, a +1 weapon is not a magical weapon, but a masterwork weapon. A +5 weapon (no magic to it) is a powerful blade forged by an obscure master smith. Magical weapons would have properties like Flaming, Holy, and Mime Bane.

2) Increase the BP cost of things like Caster Towers, Temples, and Magical Academies. If magic is rare, these buildings ought to be rare as well.

3) If you're willing to do a lot of work, consider changing the Stolen Lands into a Wild West setting with the "guns everywhere" setting option. You can make the thing mythic by tying the mythic gains to specific trials. Imagine, for example, your players leading rifle-toting cavalry against a furious beast at the end of RRR.

I suppose I should have been more specific when I mentioned low-magic. I meant, primarily, that there are limits to spellcasting and item creations.

For example, magical arms and armour - I was limiting mortal-crafted arms and armour to have a +3 enhancement value at most, including special abilities (i.e., flaming, distance, and so forth) while and items crafted by elementals, fey, outsiders, etc., goes up to +5 enhancement value (again, I tie these into quests for the pcs to obtain instead of "buying"). Artefacts can go up to +10 enhancement value.

That being said, I would be introducing an element/twist to the mechanics that would allow the pcs to change some or all of the magical enhancements of arms and armour in the field to suit their needs.

Even though there are some npcs who are clerics and wizards, the vast majority never go beyond 9th level - they are npcs, not adventurers. The few who are above 9th level are the head priest of a spiritual faith or a plot boss, for example. As a result, even if players go for the caster towers, etc., they can't generate magic items above the normal limits.

In other words, magic itself is not rare, the "ceiling," as it were, is lower for most.

However, I do like your idea of having certain items simply grant higher bonuses based on the level of craftsmanship. The benefit of such is that they can operate without penalty in a dead magic zone (not that I can think of any in the Kingmaker Path).

I am avoiding ranged firearms primarily because of the level of work involved and it does not invoke (at least to me) the kind of feel/experience I desire to inspire in my players.

Keep the ideas coming. :)

CB out.

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