Thanks for all the advice. I'll just clarify that I'm not interested in ways to deal with casters in a low magic world. My problem specifically relates to issues brought up by a lack of magic items. The problem with ignoring DR is that it removes some of the threat from creatures who would have had DR in comparison to those who never did. They stop being as special. I'm leaning more and more towards just leaving the monsters as they are and being cautious with their use, but I'm still interested in other suggestions.
Westbrook87 wrote: Well...instead of damage reduction, why don't you try increasing the number of hit points? The idea is that outsiders would have incredible endurance and resilience, but weren't actually immune to damage. Do you have any suggestions for how much to increase the hit points by to keep the challenge on roughly the same level?
I'm in the process of developing a low magic Pathfinder adventure, and am looking for some advice on house rules to make it more manageable for PCs. To clarify, my flavour of low magic is one in which arcane casters are strictly controlled, and the gods only have a chosen few who serve them. This doesn't mean PCs aren't allowed to take caster classes, but it does mean that they are extremely rare as NPCs and as such, so are magic items. Almost all of the magic items that exist are relics of a bygone age, and I want them to seem special and unique. This would all be fine and manageable, except I intend to use monsters such as outsiders - things with DR that become far more challenging if your arsenal consists of a masterwork longsword and a throwing axe. Does anyone have any suggestions of house or variant rules to help with my problems? While I could go through monsters and alter their stats on a case by case basis to try and keep them of the right challenge level, I'm hoping for something that requires less work, or at least less thought.
I'm planning on running Slumbering Tsar following the Price of Immortality trilogy for my players, and I had a number of questions that I could use help with. For some context, I'm planning on setting the events involving the Army of Light around 4,000 years ago. 1) Are there any magic items that should be considered must haves, that I should give the players opportunities to acquire before hitting the Desolation? 2) Are there any logical Golarion replacements for Thyr and Muir? Iomedae would seem a good option for Muir, but I'm looking to set the battle for Tsar long before her rise to godhood. If not, what, if anything, would need to be changed to have them be forgotten gods? What about the other deities mentioned? 3) What effect would having the battle for Tsar take place around 4,000 years ago have on the state of the Desolation and Tsar? I assume all the unmaintained and exposed wood would be gone, but would anything else need to be changed? I'm considering making the place exist in a time warp of some kind, but would rather not if possible. Thanks for any help or advice.
Does anyone have an suggestions for a module or series of modules (from any publisher) that work well as a follow on from Crypt of the Everflame, Masks of the Living God and City of Golden Death? Ideally I'm looking for a chain which will take characters up to the high teens, but I'll take what I can get.
The characters will start around level 2, so they won't have leadership. Hirelings would make sense, yes. Thanks. That's exactly right. The concept is that they're former down and outs in a city run by a thieves guild with a puppet king and corrupt city guards. They've found a way off the streets/out of the poor house, but their ambitions are greater than that. I think one option is using the Stronghold Builder's Guidebook, which I found last night, though I'm not sure what conversion, if any, would be required. Also, I'd like to add in upkeep. Any suggestions for a good way to do it? 5% of the build cost? |
