Wall of Text Warning - but do read on for a take on a low(er) fantasy campaign.
1st LEVEL CHARACTER GENERATION
At 1st level the PC’s choose both a secondary character class (Commoner, Aristocrat, Expert or Warrior) and a standard character class. The stat-blocks of both classes are ‘overlaid’ and the best of either is taken for the 1st level stats of the character. Some permissible secondary character class backgrounds (Aristocrat, Expert, Warrior) may require at least 1 pre-qualifying Trait to be taken, the Commoner secondary class being the only exception.
Starting characters gain 1 free Trait, and may use their 1st level generic FEAT to gain 2 additional Traits instead if they choose. Commoner characters gain 2 free Traits to represent their unusual heroic starting potential.
CAMPAIGN PC/NPC LEVEL DEMOGRAPHICS
Levels 1-2 (~30% of demographic; just under 1 in 3 people)
These are the apprentices, neophytes and uninspired peasants et al in the general population. This level range is for the young and inexperienced adventurer, or the run-of-the-mill commoner.
Levels 3-4 (~66% of demographic; just under 2 in 3 people)
Trained, competent and/or sufficiently experienced, it is within this range that a person has solidly established their place in the world. Not many people move beyond this level, as they do not lead lives which challenge them sufficiently to do so.
Levels 5-6 (3.95% of demographic; just under 1 in 25 people)
Mature journeymen, the supremely well-trained and/or widely experienced are in this range. Generally well regarded and sought out for their abilities, people in this range command good prices for their services and find as much work through personal recommendation as self-promotion. Adventurers of this level are relied upon to tackle dangerous challenges.
Levels 7-9 (~0.045% of demographic; around 1 in 2,500 people)
Hardened veterans or those immersed for a lifetime in their craft or profession, this level range is for those who, for the vast majority of normal people, have reached the fullest extent of their abilities, or for the more heroic – those who have accomplished deeds worthy of widespread and significant recognition, and who are expected to succeed against the odds.
Levels 10-12 (0.004% of demographic; 1 in 25,000 people)
Exceptional masters of their professions recognised far and wide, or renowned heroes whose deeds live on in songs the Bards sing. This level is nearly always the shining pinnacle of a persons’ career even if they started life gifted. Potentates will offer rich rewards to secure their services.
Levels 13-16 (0.0009% of demographic; less than 1 in 100,000 people)
Famous heroes whose deeds are immortalised in song, tapestries, statues and folktales. They are frequently on a first-name basis with Powerful Monarchs, Kingmaking Cardinals, Arch Magi or Elder Dragons alike.
Levels 17+ (0.0001% of demographic; 1 in 1,000,000 people)
These are the rare legends whose sagas will live a thousand years or more. The world shakes where they tread and the greatest powers of the world take pause at the mention of their names.
CHARACTER ADVANCEMENT, WEALTH AND LOW FANTASY GENRE
• Treasure rewards from adventures reflect NPC wealth advancement levels - new characters above 1st level beginning with NPC basic wealth as starting money and rewards being roughly balanced against this progression
• Character advancement uses the Slow track and easy-average CR encounters give no XP
• Bonus XP is given for good role-play based on a 0-10% of current level XP band per session
HERO POINTS
CR’s in the game are based primarily on Campaign Demographics and NOT typically on CR balanced ‘adventure paths’. In-game clues/hints/guidance help to steer PC’s in the direction of manageable challenges, but these will not be ‘designed in’ or ‘spoon-fed’ to PC’s.
To this end, Hero Points are adopted for the campaign but players are STRONGLY advised to save these for the ‘Cheating Death’, or ‘Special’ functions they can facilitate (as written), aimed at surviving encounters with threats they cannot handle.
CHARACTER ALIGNMENT
Characters or entities who have not made a particularly focussed stand somewhere within the polarised ethos of the game world do not ‘transmit’ their alignment.
In effect, detect spells, powers and similar abilities to determine or effect alignment get no reading or do not work on those who are not Undead, Outsiders, or Paladin/Cleric type classes.
Changes in alignment forced by strong good/evil/law/chaos actions or the use of aligned powers can flag the character responsible as aligned unless there are mitigating circumstances, relevant remorse/regret or GM-determined cultural, racial or religious factors to counterbalance this.
OTHER IMPORTANT BALANCING ISSUES
1. Scrolls and Potions fully available.
2. Crafting extends to 'Grandmaster Crafted' (another +1 damage or +hit) with steel, and a further +1 to hit for mithril or +1 damage for for adamantine - which now require Grandmaster crafting to create.
3. Spellcasting classes limited to those which max out at 6th level spells or less.
4. Drop all DR/magic in the game to 20% of the numerical value and change to DR/-.
5. Drop all +skill bonus magic and items from the game.
6. Allow Alchemists to make Talismans and Amulets which give a limited range of Save Bonuses (+1 to +2) vs magic and at a high level of skill, levels of SR.
7. Increase the number of 'inherent' magic 'items' in the game like the Nighthags stone. Make their bonuses situational - or limited in effect -a Lamias Hide cloak which gives +2 vs Charm effects; a Stone Giants Gall Stone which gives Resistance 5 against Acid damage; or a Hellhounds Tooth which when worked into a sword allows it to do do +2 fire damage. Alchemy and a Knowledge (Innate Magic) skill can be prerequisites as can weapon crafting.