
Ali Harper |

Eeep, forgot this party were a bunch of Mercenary "Wannabe Kings". Ali looks at bandits. 'Rock & Hard Place'

Ali Harper |

That's good to hear.
\m/

OneDrunkViking |

Already he's slipping behind! Yeesh!
Fine, I'll ask you guys some stuff for my home game.
I'm about to run through the RotRL AP(I'm DMing) but I really want to have a low magic set up. I want magic items to really wow the players, each one truly being powerful and have a history to it. Is this a doable thing with RotRL? Thoughts? I posted a thread about it...

pinvendor |

One thing to remember is that prewritten 3.5/PF modules assumes magical items as part of the player characters' power progression. For something like an AP based very much around magic (sin/virtue magic), you will end up needing to make a lot of adjustments to the creature encounters, especially those which have energy and/or magical resistances. RotRL assumes players will have access to plenty of magical items and spells.
Based on the pregen characters, the AP was originally tailored for the "standard" party (fighter, wizard/sorcerer, cleric, & rogue), so expect your players to be either very underpowered or very overpowered if you go the route of rare "super" magical items. The trouble you'll face will be the variety of enemies that are encountered. You may give the PCs a great magic item...but without the diversity of several lesser powered items, you may see the players struggling against enemies that have immunities to the more overpowered version you give them.
Also, keep in mind that healing and other "white magics" are assumed. Many parties in 3.5/PF can't survive without some supplemental healing magic items and potions. You should read the thread Treppa is playing in. Her character has cheated death based on healing potions, magic, and a nifty new magic wand their healer just received numerous times, and they're still in Sandpoint doing Book 1. Treppa can testify that there is just not enough healing without the magical supplments.
If you do decide to go the route of more rare but powerful magic items, just bear in mind that you may need to reduce the difficulty of some encounters; a "weakened template" as it were, may need to be applied to some of the enemies. You may also want to consider what the PCs will be facing up ahead and provide them with an added puzzle/encounter which grants them an "overcharge" of sin/virtue points or temporary blessing of the gods to help offset the problem of reduced power from fewer magical items. Also, you could have the magic items they do receive have more than one ability. This would make the artifacts more general and less specific.
E.g. The players would have found a flaming sword, a dagger of cold, and a bow of lightning arrows. Instead, you provide them the Triple Fang of Cerberus which is a longsword that can switch between the energy types but takes a move action, require the hero can speak, and she must pay 1 hp by allowing the metal to absorb blood from a cut the hero inflicts on herself.
Just be careful of always giving them the exact tool they need. They will start to expect the latest magic item is the key to the next battle. Limiting the magic items may require you to go through the AP (or at least the current book) and strategize where you are going to place these magic items and plan their abilities closely. It's not impossible but in a prewritten adventure that assumes the availability of such magical items, you may find it difficult to give the players the right balance and keep things interesting.
Another thought, you could consider keeping very low level magical items. The more utility magical items so to speak. But they run out, or drain and have to be replenished or just flat out discarded and new ones purchased. Then you can have some powerful ones show up here and there that don't drain. This would allow your players to have some utility on the fly but would encourage conservatism, but still let you give them the awesomegodkickingboot weapons and armors with the stories and the players will be thankful to have them.

Ali Harper |
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From reading many of the threads about low magic games. The less magic items, the more powerful casters are (as they need them less).

Treppa |

I chatted a bit with the Puffin about this, and his take was that Runelords may be a difficult AP to do without magic weapons. Apparently at some point, the party is given the ability to create them willy-nilly because they will need 'em. Not having read the AP, that's more than I really wanted to know, but thought I'd pass on that little bit, at least.

pinvendor |
1 person marked this as a favorite. |

ODV's desire isn't to do this without them entirely, but to make them meaningful and powerful. The sin/virtue weapons that the party can make in the endgame would definitely fall into that category and would therefore still fit in ODV's overall plan if he chooses to run it this way.

OneDrunkViking |

Yeah pin that's exactly why I thought it might work, because eventually those items have MEANING. Good points all around though. Casters do become more powerful, which I honestly might me more ok with haha. The party currently is wizard, paladin, ranger. Because there is less of them I hope to be running them a bit ahead of the curve, so they'll be a level higher than mostly needed. I'm thinking what I my do is allow + weapons etc but describe them as more quality made (I guess like masterwork but better).
Would allowing the party access to those stat boosting items be ok, but using flavor to make them seem more mundane/less magical?
Every really cool piece of gear I would like to provide a history of. But if EVERY item has a history then it also makes them less unique. If that makes sense?
The thought to allow a side boost to stats etc to compensate or the lack of magical enhancements is a good one as well.
The biggest thing is that I'm not used to playing games with magic gear abundant (and therefor less cool) and in running the Beginner Box adventure the party is given a +1 Dragon-Bane Longsword and it just bummed me out hahaha. Too much too quick!

OneDrunkViking |

Also, I read someone's idea about having weapons etc react to the heroes deeds, so in effect take on magic through use. I like that idea a bit. Maybe from being plunged through the heart of a dying ogre a PC's sword takes on its life force and strength, making it go from masterwork to +1 or something.

Spirit of Pinvendor |

While I am perfectly fine running combat as a "post in order of initiative" manner as we have been, both DSX and Treppa are familiar with another of our cyber friend's PbP GMing style:
This is more of everyone posts when they can, and then the GM works out what happens and summarizes it. In a way it might my posts a little delayed while I work it out, and doesn't allow the flexibility of responding to your fellow PCs' actions as much, but if you would prefer that, I am open to it.

Treppa |

I don't like it that way. I don't like putting all the 'If the bad guy does this, I do that' conditionals in there.
What another GM does that I really like is somewhere in between. His initiative runs like this:
PC1
PC2
BBG1
BBG2
PC3
BBG4
PC5
PC6
He'll put up the init list with PC1/PC2 bolded. They can take their actions. Then he'll post for BBG1/2, then highlight PC3, who takes their turn. Then he does BBG 4 and posts with highlighted PC5/6/1/2.
It essentially clumps PC/Bad Guy turns. It works well!

pinvendor |

Back to your question, ODV.
You could go with the FFVII workaround. Weapons and items themselves aren't magical, but come with "slots" where magical stones, runes, spirits, etc. can be added and changed. This could allow the potential for high magic, but the slots limit what the PCs can do or take advantage of. Then the more "legendary" swords could have histories by having high slot numbers or perhaps "favored" slots that boost specific types of magic if slotted.
Another possible "low magic" supplement would be that most humanoid magic is provided by alchemists through potions, unguents, solutions and salves. Then "+1" and "flaming" could be applied to a weapon for a once or twice use purpose until the potion fades and must be reapplied. Real magic weapons would be the work of powerful sorcerer artisans or dwarven runesmiths.
Just a couple of thoughts.

Ali Harper |

Or binding elementals and Ifrit's into weapons. They have "free-will" so few weapons/armour/cloaks are perfect and stay charged, as the creatures escape. Wind elementals deflect attacks, or Earth elementals harden the armour.
Or as you said describing weapons as Masterwork so that's why it's a +2, alternatively made from a special material.

Spirit of Pinvendor |

The maps have been packed up, so I am afraid one of my photo maps would have to wait until after this weekend, unless Treppa or DSX can do another e-map.
If it helps, I think the only people who have moved since we restarted is the bandit you just put into dying, Norri's little step just now, and Grub walking away with the water tub.
Ciri, Happs, hooded guy, Subotai, Oleg, Svetlana, Arielle and Ragnar are all in the same place.
The Ugly Woman charged up to Ragnar and would be in the square immediately left and down from him.
Ali has been crawling, but I wouldn't be able to tell you where he ended up. Wherever that is, Bandit 3 will be moving up to him.
edit: Bandit 1 is almost directly below Subotai on the outside of the building

Ali Harper |

Well, a half dozen 18 y.o. strangers - drunk on a Friday night. And a friend did slip over on her bum, at least it wasn't another friend who broke her upper arm last year in the snow.