How much magic is needed?


Savage Tide Adventure Path


I was wondering how much magic (items/spells/...) besides "plot devices" would be really needed as I intend to use my group's newfound love for the game through Iron Heroes to try to run it with this ruleset.

So... are there any parts where you really NEED magic items or spells or could nonmagic parties also solve this?


Well I still haven't gotten my issue of Dungeon magazine so I can't say much about the AP until then. Grrrr! Where is it Paizo?

As for Iron Heroes, my players don't really use many of the rules from it even if I decide to allow them in my games. Generally I just stick to the usual D&D rules, but allow the skill challenges, stunts, and combat challenges. The rest of that book I will never touch again ;)

Contributor

Selganor wrote:

I was wondering how much magic (items/spells/...) besides "plot devices" would be really needed as I intend to use my group's newfound love for the game through Iron Heroes to try to run it with this ruleset.

So... are there any parts where you really NEED magic items or spells or could nonmagic parties also solve this?

Selganor, there are a lot of creatures with DR/magic throughout the campaign, so for the most part a handy-dandy +1 weapon will git-r-done in combat. Of course, you can still kick butt by just doing a lot of damage.

From my perspective only, most of the challenges before it goes off plane can be accomplished without magic, albeit with much more difficulty. There's a strong Survivor/Lost feel in the "wilderness" parts of the campaign.


Especially DR x/magic creatures are KILLER in Iron Heroes, as they ignore the little bit of armor that people wear (and the lots of armor that are a main class feature of the Armiger), but even then they should be able to manage it (as long as the x isn't 10 or 15 regularly)

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