Mundane game


Advice


So I was thinking: How would you run a low to mid-level game without player casters, without common magic items, and without wealth or a similar wealth-like pool?

RPG Superstar 2012 Top 32

5th Edition.

But seriously, I ran a party of Half-orc Monk, Tiefling Rogue, Human Gunslinger, Elf Rogue, and Dwarf Inquisitor, and it worked fine. The inquisitor never used her spells. She was basically a fancy fighter. Probably should have played a fighter, actually. We played from level 1 to around level 6 or 7. The elf rogue was eventually replaced with a sorcerer, though, around level 5 or 6.

I just dropped more healing potions.

EDIT:

If you don't want to use magic items, you can use the 5th Edition rules for healing.

Characters can take a Short Rest of 1 hour and spend Hit Dice to heal. When you spend a hit die to heal, you roll 1 hit die (1d8 for rogues, 1d10 for fighters, 1d12 for barbarians, etc.) and add you Constitution modifier to the result. You regain a number of hit points equal to that total.

You regain half of your spent hit dice when you finish a Long Rest of 6 to 8 hours. You also regain ALL hit points at the end of a Long Rest.

If you want to be grittier, you can require Long Rests to spend hit dice, and/or do not heal ALL hit points at the end of a Long Rest. If you want to be superheroic, you can allow PCs to spend hit dice as a swift action or standard action or move action or even an immediate action. Or you can reduce a Short Rest to 1 or 5 minutes.

It's a really great system and very customizable, depending on how you want to deal with hit point damage.

Grand Lodge

1 person marked this as a favorite.

Another system.


BBT's right, Pathfinder's not the game for this. If you must though, a few things to consider. Long-lasting conditions (curses, ability drain, negative levels, petrification, blindness, maybe even death) need accessible cures or people are going to drop out of the campaign, or you're going to need to replace their characters easily and rapidly. You might include healing herbs (q.v. athelas in the Lord of the Rings) or alchemy, or maybe the party is a military unit and get reinforcements as required.

If the enemy has battlefield control and the players don't then PCs can easily be separated and killed. Restrain yourself from this as a DM, it wouldn't feel fair.

There's fewer squishies but protecting those that exist, maybe a rogue with 10 Con or whatever, just became much harder. Make sure people know this before they make rogues with 10 Con.


avr wrote:

BBT's right, Pathfinder's not the game for this. If you must though, a few things to consider. Long-lasting conditions (curses, ability drain, negative levels, petrification, blindness, maybe even death) need accessible cures or people are going to drop out of the campaign, or you're going to need to replace their characters easily and rapidly. You might include healing herbs (q.v. athelas in the Lord of the Rings) or alchemy, or maybe the party is a military unit and get reinforcements as required.

If the enemy has battlefield control and the players don't then PCs can easily be separated and killed. Restrain yourself from this as a DM, it wouldn't feel fair.

There's fewer squishies but protecting those that exist, maybe a rogue with 10 Con or whatever, just became much harder. Make sure people know this before they make rogues with 10 Con.

Also, making rogues with 10 con is generally a good way to get you killed in a hurry, magic items or no.


GM Runescarred Dragon wrote:
Also, making rogues with 10 con is generally a good way to get you killed in a hurry, magic items or no.

Battlefield control or no is more the point, the frontline PCs can't necessarily stop the enemy getting around to attack the squishy PCs. But yes, not a combat winning strategy at the best of times.


Pathfinder is really odd without ANY magic. Most options - especially Monsters - assume that PCs will have at least SOME manner of magic and/or magical gear.

You can make a campaign that's Mostly-Muggle by having Magic Items be found by PCs (but not bought at Crazy Achmed's Magic Item Emporium), disallowing Crafting, and by having only Martials, Alchemical Casters, and Psychic Casters be allowed.

Martials
Barbarian, Brawler, Cavalier, Fighter, Gunslinger, Monk, Unchained Monk, Ninja, Unchained Rogue, Samurai, Slayer, Swashbuckler, Skirmisher Ranger, Vigilante*

Alchemicals
Alchemist, Investigator

Psychics
Kineticist, Occultist, Medium, Mesmerist, Spiritualist, Psychic

You can also throw in Warrior of the Holy Light Paladin, as well (they lose spellcasting), but that might still be too overtly magical even without spells for your tastes.

---

You can also get around the need for common Magical Items by using the Innate Item Bonuses rules in Pathfinder Unchained.


chbgraphicarts wrote:
Pathfinder is really odd without ANY magic. Most options - especially Monsters - assume that PCs will have at least SOME manner of magic and/or magical gear.

This is important - with no way to hit intangible enemies, they become REALLY dangerous. One Shadow is a TPK waiting to happen. Swarms become vastly more aggravating, and flying enemies get a huge advantage.

Choose your monsters carefully.


The idea is that the players all play nonmagical characters, not that the world is nonmagical. Magical NPCs and enemies (especially enemies) are fine.

RPG Superstar 2012 Top 32

You know that might be unbalanced and probably really unfair, right? Warn your players ahead of time that they will be adventuring with a significant disadvantage.

If they're cool with that challenge, cool. But if they're not, expect some kind of disgruntlement from happening.

Also, part of the fun of the PF game is getting the option to play a magic-using character. Removing that option can be very frustrating. It would be like playing chess with only pawns, no knight, bishops, rooks, or queens--but with your opponents having all those fancy options and pieces.


blackbloodtroll wrote:
Another system.

D20 Modern


My Self wrote:
The idea is that the players all play nonmagical characters, not that the world is nonmagical. Magical NPCs and enemies (especially enemies) are fine.

That is also not going to help. Dealing with casters and things that game assume you can solve because it assumes some magic will cause major issues.

You can probably get around it by being very selective about which encounters you use, but be sure to take everything into account. As an example, invisible enemies will be a problem. Being out in the middle of nowhere and getting hit by a permanent spell such as blind/deafness, and having no caster to get rid of it is another example.


Scott Wilhelm wrote:
blackbloodtroll wrote:
Another system.
D20 Modern

Ew, sweet GOD no.

SpyCraft is d20 Modern that WORKS.

NEVER EVER use d20 Modern, unless you absolutely despise yourself.


My Self wrote:
The idea is that the players all play nonmagical characters, not that the world is nonmagical. Magical NPCs and enemies (especially enemies) are fine.

Unless your characters are up for an extreme challenge, they are going to absolutely HATE you for this.

I can understand saying "Mundane Martials only" but you're going to need to give them magical gear at least.

Innate Item Bonuses only get you so far; when you're dealing with things like Flying monsters, Incorporeal monsters, Invisible monsters, etc., you really NEED some magical effects backup as a squishy human.

Liberty's Edge

Alchemy is going to be your players bests friends at the start of this I just know it, that and the rich parents trait


Scott Wilhelm wrote:
blackbloodtroll wrote:
Another system.
D20 Modern

I would say Iron Gauntlets or d20 Conan, if the OP's determined to stick to d20 games.


chbgraphicarts wrote:
Scott Wilhelm wrote:
blackbloodtroll wrote:
Another system.
D20 Modern

Ew, sweet GOD no.

SpyCraft is d20 Modern that WORKS.

NEVER EVER use d20 Modern, unless you absolutely despise yourself.

Perhaps you could favor us with a link to Spycraft?

Why the D20 Modern hate? I've played it before, you know. It's lower powered than D20 Pathfinder, but it's certainly playable.

But sell me on it.


Dealing with the lack of magic items is actually simple. Use the automatic bonus progression from Pathfinder Unchained. There is even a no magic item variant that is exactly what you are looking for. This will give you about the same power level as if the characters were equipped with the standard magic items. What you will not get are the unusual or utility items.

The problem of no spell still remains and that is harder to deal with. Healing and condition removal is going to be the biggest problem. Normally you could use magic items when the party does not have a healer but that does not work for you. I would suggest at least allowing potions to be available to the players. Maybe the church creates healing and restoration potions at a discount like they do for holy water.

RPG Superstar 2012 Top 32

Or you could alter the Heal skill so it can do condition removal. Maybe a custom feat or trait for additional benefits? Or a better healing kit?

EDIT:

Or a masterwork healing kit?


It will work up to a certain point as long as you let them have easy access to potions and have a few options in place to allow for faster healing.

For example you might treat half of the damage non-lethal damage, this will effectively double the effect of potions used in combat and allows the characters to be more durable from combat to combat.

The heal skill gets to be more meaningful but might need some subtle improvement.

Be more careful considering the monsters you use, consider whether they have the tools to handle a given encounter judging it by more than just rough CR rating.

It will be a different game, with some proper house rules it might work better than the established rules at higher level even.


Mysterious Stranger wrote:

Dealing with the lack of magic items is actually simple. Use the automatic bonus progression from Pathfinder Unchained. There is even a no magic item variant that is exactly what you are looking for. This will give you about the same power level as if the characters were equipped with the standard magic items. What you will not get are the unusual or utility items.

The problem of no spell still remains and that is harder to deal with. Healing and condition removal is going to be the biggest problem. Normally you could use magic items when the party does not have a healer but that does not work for you. I would suggest at least allowing potions to be available to the players. Maybe the church creates healing and restoration potions at a discount like they do for holy water.

It is not just about the numbers. It is more about a lack of options. If it was just a numbers issue then we could simply suggest to add bonuses at certain levels.


To deal with a lack of magical healing, you might try Evil Lincoln's Strain-Injury Variant Hit Point Rule. Under this system only damage from critical hits and "killing blows" has to be healed; other damage goes away between encounters.

RPG Superstar 2012 Top 32

Maybe a combo of 5E healing through spending Hit Dice, and a way to spend Hit Dice to get some status removal? Like spend 3 HD to get the benefits of lesser restoration, spend 5 HD to get the benefits of remove blindness, remove disease, remove curse, and spend 9 hit dice to get restoration?

Maybe use hero points? And maybe use hero points to spend hit dice to get spell-like benefits?

Grand Lodge

Mythic Tiers?


My Self wrote:
The idea is that the players all play nonmagical characters, not that the world is nonmagical. Magical NPCs and enemies (especially enemies) are fine.

That's a horrible, horrible idea you've got right there. I just had my party very nearly wipe yesterday due to an encounter that couldn't be solved without magic, and they happened to be in your exact circumstances at the time. Their main caster was otherwise occupied, and they were well below WBL, so they had no magic weapons.

I can't help but be interested in why you want to run this - all your posts have been short thus far. Could you tell us a lot more about the circumstances you want to run this under, by any chance?


GM Runescarred Dragon wrote:
That's a horrible, horrible idea you've got right there. I just had my party very nearly wipe yesterday due to an encounter that couldn't be solved without magic, and they happened to be in your exact circumstances at the time.

But presumably a 'mundane party' campaign wouldn't have an encounter like that.


Pathfinder Maps Subscriber; Pathfinder Roleplaying Game Superscriber

Pfft!
What's so horrible about it?
Don't listen to the naysayers.
If your players are into it, this could be a very cool campaign. Yes, they'll have problems with things like healing and condition removal. Yes, they'll be very vulnerable to certain foes.
But you'll set the stage for having the rare magic item be *really* special. And they'll need to think outside the box a lot more.
I'd say go for it.

In my current campaign, we have a fighter (lore warden), a paladin, a barbarian and an alchemist. I told them they'd suffer for not having any arcane or divine spellcasting. They're just reach 5th level, and starting to run into problematic adversaries. The solution? As soon as one of them dies, there will be a huge incentive to add a spellcaster into the party composition. Or, once they reach 7th level, one of them will probably take leadership and add a spellcaster cohort.

Low magic or no magic does work in Pathfinder. It'll be your job as DM to keep encounters from becoming impossible due to the lack of typical solutions.

I mean there are some game systems like Pendragon that focus on the "all martial" concept. But Pathfinder works just fine.


Matthew Downie wrote:
GM Runescarred Dragon wrote:
That's a horrible, horrible idea you've got right there. I just had my party very nearly wipe yesterday due to an encounter that couldn't be solved without magic, and they happened to be in your exact circumstances at the time.
But presumably a 'mundane party' campaign wouldn't have an encounter like that.

Normally, one would suppose yes. But in this case, he said this:

My Self wrote:
The idea is that the players all play nonmagical characters, not that the world is nonmagical. Magical NPCs and enemies (especially enemies) are fine.

Which isn't going to turn out well.

Another thing that's going to be special about a 'no player magic' game is that there won't be any healing. That's easily fixed by changing the pace of adventures, though.

Have high-intensity missions where there's two to four encounters spaced out over a day or two, and then put a month of recovery or so between missions. That also makes gaining access to new abilities a lot more organic than it is in traditional d&d, which is nice.

If one makes a lot of provisions and special attempts at providing foes that a no-magic party can deal with, then yes, you can probably run such a campaign. It can be lots of fun even; I've been part of something like that and enjoyed it. However, that doesn't read like it's what My Self is up to. And trying to run a regular adventure-path style game with pcs who have neither magic nor magic items will result in pcs dying all over the place.


GM Runescarred Dragon wrote:

Normally, one would suppose yes. But in this case, he said this:

My Self wrote:
The idea is that the players all play nonmagical characters, not that the world is nonmagical. Magical NPCs and enemies (especially enemies) are fine.
Which isn't going to turn out well.

Some magical enemies (like incorporeal undead) can only be defeated by magic, but there are plenty that can be beaten by mundane means.


Matthew Downie wrote:
GM Runescarred Dragon wrote:

Normally, one would suppose yes. But in this case, he said this:

My Self wrote:
The idea is that the players all play nonmagical characters, not that the world is nonmagical. Magical NPCs and enemies (especially enemies) are fine.
Which isn't going to turn out well.
Some magical enemies (like incorporeal undead) can only be defeated by magic, but there are plenty that can be beaten by mundane means.

Sure, it's just a lot harder. Anything that has DR / Magic or Alignment just went up at least one CR over where ordinary parties could beat them.

Grand Lodge

I think Mythic Tiers will make it work.

Play it up as a Highlander effect, and the players are gaining strength from defeating magical enemies.

Also, let players have access to Alchemy using classes.


Two words: Downtime and Followers.

No joke. They'll need to heal, so serious dungeon crawls are out. They'll need a lot of mundane help, so cohorts or followers can be a massive boon. Mundane healing in pathfinder is... not great. But, at low-to-mid levels it can be done.

After a major encounter, plan on them being down using long-term care for several days.


Matthew Downie wrote:
GM Runescarred Dragon wrote:

Normally, one would suppose yes. But in this case, he said this:

My Self wrote:
The idea is that the players all play nonmagical characters, not that the world is nonmagical. Magical NPCs and enemies (especially enemies) are fine.
Which isn't going to turn out well.
Some magical enemies (like incorporeal undead) can only be defeated by magic, but there are plenty that can be beaten by mundane means.

You need to be choosy about what you throw at the party, though.

Going by the language the OP used, it didn't sound like they intend to carefully devise obstacles that utilize magic but are defeatable by mundane means. What it sounded like was that the OP intends to prohibit magic for the party but otherwise use a fairly typical mix of magical threats. Many of which will be difficult if not impossible to defeat without the use of magic. If that is the OP's intent, then GM Runescarred Dragon is right to say that things are not going to turn out well. Because they probably won't.

Grand Lodge

Of course, all archetypes that trade out casting should be an option.


GM Runescarred Dragon wrote:

Which isn't going to turn out well.

Another thing that's going to be special about a 'no player magic' game is that there won't be any healing. That's easily fixed by changing the pace of adventures, though.

Have high-intensity missions where there's two to four encounters spaced out over a day or two, and then put a month of recovery or so between missions. That also makes gaining access to new abilities a lot more organic than it is in traditional d&d, which is nice.

If one makes a lot of provisions and special attempts at providing foes that a no-magic party can deal with, then yes, you can probably run such a campaign. It can be lots of fun even; I've been part of something like that and enjoyed it. However, that doesn't read like it's what My Self is up to. And trying to run a regular adventure-path style game with pcs who have neither magic nor magic items will result in pcs dying all over the place.

I was thinking of running a short campaign involving non-casting players fighting magical threats. Of course the encounters would be tailored to the party- having it otherwise would be irresponsible GMing. Enemies such as ghosts would only appear when the party is able to deal with them on their own, or the party will be given (or have to buy) equipment such as ghost salt. I'm thinking it would be fun watching how the party acts when they don't always have somebody to toss down Sleep, Grease, Glitterdust, Black Tentacles, etc. down in the first round, and where death is likely and has consequences. Non-magical battlefield control and tactical combat would be key.

So from what I've read, some combination of:
A different system (not happening), unchained automatic bonus progression, mythic tiers, 5th edition, and houserules would be the solution?

Please tell me if I'm missing anything.

As for classes, I was thinking:

Barbarian
Fighter
Monk
Paladin (Temple Champion)
Ranger (Trapper or Skirmisher)
Rogue

Antipaladin (Dread Vanguard)
Ninja
Samurai

Cavalier
Gunslinger (Bolt Ace)

Bloodrager (Untouchable Rager)
Brawler
Investigator (Sleuth)
Slayer
Swashbuckler

Unchained Barbarian
Unchained Monk
Unchained Rogue


What about Stonelord or Warrior of the Holy Light paladins?


Avoron wrote:
What about Stonelord or Warrior of the Holy Light paladins?

Good catch.

Grand Lodge

Combine automatic bonus progression, with a higher point buy, and maybe a bonus starting feat, and you should be alright.

RPG Superstar 2012 Top 32

Hero Points!

Liberty's Edge

For more realism, one could down grade the price of all normal gear and of course starting wealth to those levels. Down grade by one (If it's already a CP though might need to increase the amount purhcased)

But Alchemical and Magical items would retain their Gold Pieces prices same would go for magical item creation. Thus cutting down on the magic the party will try and get through merchants instead of quests.

RPG Superstar 2012 Top 32

I would propose using Hero Points and 5E-style Hit Dice spending for healing.

Then, for status-removal, make a Heal check and spend 1 Hero Point to allow an affected character to spend a number of hit dice equal to the minimum caster level for the spell needed to remove a status from the affected character. The character spending the Action Point must make a Heal check with a DC = 15 + the number of hit dice spent. So 3 HD for lesser restoration, 5 HD for remove blindness/deafness, remove curse, remove disease, 7 HD for neutralize poison, 9 HD for restoration, etc. etc.

Alternatively, an affected creature can choose to spend 2 Action Points and spend a number of HD equal to the minimum caster level of the "virtual spell," like 3 for lesser restoration, 5 for remove blindness, etc.

The Exchange

Bad idea. I waited for the ranger who was late that day to start a lv 1 mod, just because he was the only guy who could use the wand. Didn't want them sitting around for a week to heal up after they got scrapped.


Scott Wilhelm wrote:
chbgraphicarts wrote:
Scott Wilhelm wrote:
blackbloodtroll wrote:
Another system.
D20 Modern

Ew, sweet GOD no.

SpyCraft is d20 Modern that WORKS.

NEVER EVER use d20 Modern, unless you absolutely despise yourself.

Perhaps you could favor us with a link to Spycraft?

Why the D20 Modern hate? I've played it before, you know. It's lower powered than D20 Pathfinder, but it's certainly playable.

But sell me on it.

Spycraft 2.0

The most-glaring thing has always been that you have to play 1 of 6 NPC-ish classes in d20 Modern for several levels before you're allowed to take REAL classes.

Spycraft throws you right into actual classes.

Each class has an AC bonus that levels with them, it uses "Action Dice" which are a similar-yet-better system to PF's Hero Points, it makes use of Wounds & Vitality extensively with a slightly redesigned Critical System that ties into Action Dice (just confirming a Crit doesn't cause the Crit to happen - you have to spend Action Dice for a Crit to occur), which lets guns deal more baseline damage than melee weapons while not invalidating melee weapons entirely (melee weapons often have superior Crit Ranges).

Character creation is significantly more flexible, with the institution of Talents and Specialties (a system not unlike Traits, but also takes the place of Races, since SpyCraft assumes an all-Human group, though there are rules for abnormal characters in the rulebook).

The Combat system is significantly different than d20 Modern or Pathfinder. You have 2 "Half Actions" each round or 1 "Full Action." A Move Action, any Attack, or any Standard Action is a Half-Action. This means that you can always move & attack, move twice, or attack twice, even at lv1. Full Actions are Running, Charging, or anything else designated as a Full Action. There is no Full Attack Action - you get what you get.

There are significantly fewer Feat Trees, and what ones there are are not nearly as long and complex. Two-Weapon Fighting, for instance, is simply "If you have a Light or One-Handed Weapon in each Hand, you may make 1 Attack at a -2 Penalty with each of those weapons per Attack Action" so with 1 Feat you can get 4 Attacks per round from level 1, or you can move and Attack with both weapons (the catch being that you realistically can never get more than 5 Attacks per round - one from a haste/speed effect, and 4 from TWF).

Speaking of Feats, SpyCraft instituted scaling feats long before PF did, so feats which give a bonus to a skill or save don't suck once you hit later levels because they grow with you slowly over time.

It's a vastly more flexible and rewarding system than d20 Modern, and works with modern firearms and tech much better than normal D&D/d20 rules do.

Pathfinder is great for fantasy, but for real tech, SpyCraft is just leagues better.


It takes some exceptional levels of optimization to create a competent Pathfinder party that is restricted to 4th level casting, and I'm not sure if it's possible to create a party that can survive standard encounters with zero magic. You NEED something that can use Su or Sp abilities to survive, even if that is a Barbarian or a Paladin.


By the way, if you use the suggestion in the OP about not using wealth or a wealth-like pool, (i.e. Automatic bonus progression) be aware that characters' math, AC especially, is going to be quite a lot weaker than normal. At fifth level, a character is expected to a little bit more than 10k worth of items. For a monk, that might look like this:

Magic fist Amulet +1
ring of protection +1
Cloak of resistance +1
Bracers of armor +2

So he's down -1 to hit, -1 to damage, -1 to saves and -3 AC over a regular monk.

I'm singling out AC because it's the one combat stat that doesn't increase with levels in some way (perhaps even just a little). A sword-and-board fighter will probably have 19-ish AC. A third level fighter might have 23 AC (from full plate, +2 Dex & shield), and that's pretty much where he'll remain for the rest of his career.

This is a good thing to be aware of when you design encounters. Lack of spells & healing isn't the only thing to look out for - regular encounters have to be scaled down too. Things with Power Attack, especially, become a lot more dangerous.


Thanks for the link. I will try to look it over. some of the ideas look interesting.

chbgraphicarts wrote:
The most-glaring thing has always been that you have to play 1 of 6 NPC-ish classes in d20 Modern for several levels before you're allowed to take REAL classes.

I think the d20 Modern classes are splendid, lower powered than 3.5 or Pathfinder, but that's not so bad. d20 Star Wars is also lower powered than 3.5 or Pathfinder. I think that Heroic Fantasy is just a higher powered genre than most others. Conan the Barbarian and Xena the Warrior Princess are just more powerful heroes than Jules from Pulp Fiction or even Ripley in her loader mech.

Meanwhile, the most powerful characters I can build using d20 Modern rules mostly use base classes and little of your "REAL classes."

Community / Forums / Pathfinder / Pathfinder First Edition / Advice / Mundane game All Messageboards

Want to post a reply? Sign in.
Recent threads in Advice
Druid Gear