My simple (but nowhere near perfect) solution to removing the Big6


Homebrew and House Rules


Here is my solution on how to eliminate the big 6 items.

It is not perfect, but pretty simple, which I think is important.

The Characters power comes from within them from their training and experience.

At every level you add +1 to an ability Score (Max +6 to each)
At every level you add +1 to a Base Save (Max +7 to each)
At every odd level, you get an increase in armor ability (+1-5)
At every even level, you get an increase in weapon ability (+1-5)

At every odd level, you get a feat just like before
Do not get the normal ability score increases too at lvl 4,8 etc

* Note the same choice cannot be made twice in a row, so no getting your STR to +5 in 5 levels, it would take at least 10, same with saves, armor and weapon abilities too.

Armor Ability

Allows you to use one type of armor (unarmored, light, med, heavy, natural, shield) better.
Must be proficient to use bonus
bonus is treated as enchantment bonus

ex
at level 5, +2 unarmored, +1 natural
at level 10, +2 heavy, +1 matural, +2 shield
at level 20 +5 light, +5 natural

Weapon Ability

Allows you to use one type of weapon group (axe, blade-light, bow, monk,etc)better.
Must be proficient to use bonus
bonus is treated as enchantment bonus (+1 hit/dmg)

ex

at level 5, +1 axes, +1 bows
at level 10, +3 natural, +2 thrown
at level 20, +5 blades-light, + 2 unarmed, +3 crossbow

Masterwork Items

Masterwork does not grant a numerical bonus, but is a special material granting the non-flashy abilities (but not actually magical)

cold iron, darkwood, mithrael, adamantium all exist but are rare

blighted metal = constant poisoned blade (stolen from paizo messageboards)

wpn: keen, ki focus, etc, etc
arm: fortification (reinforced) energy resistance (forged in extreme environments) etc, etc

In this world no one knows how to make permanent magic items, only consumables and they are rare.

Wealth by Level will be only about 15-30% of what it was before.

I realize AC will be a little lower without all the options, and saves will be a little higher, but I think I'm gonna try it in a Camelot/Robin Hood type campaign soon. Any thoughts or ideas, suggestions welcome.

Thanks.


The one comment I would make is that none of these are a choice, they are all automatic, and some would be useless to certain kinds of character. For instance full casters that dont get into combat would get a much of attack and damage bonuses to weapons they dont use. I did something similar and for casters I included an option similar to what super genious games did with their product Runestaves and wyrd wands.

Essentially you can instead of getting a weapon bonus get a +1 bonus to attack rolles, the first die of hp damage spells, and caster level checks when casting a spell. Though maybe for this is might be a school of magic instead of all spells. This would be in place of or in addition to the options for the weapon bonuses. So at 5th level you could take +1 conjuration + 1 evocation, or at 10th you could have +2 conjuration + 2 quarter staves + 1 evocation. Where the +1 to spells applies to any attack rolls associated with the spell, a +1 bonus to a single rolled die of hp damage, and any caster level checks (such as SR or opposing a counterspell action) made when casting the spell.


Have you completely removed the associated magic items?

Have you removed the spells which boost those numbers?

If not, then you have just created a jump in character power since while the items and spells do not stack with each other, they would stack (unless you specifically specify that they do not) with these inherent bonuses.

I've gone an even simpler route with magic weapons and armor. Gotten rid of the "+" pricing and the bonuses are tied to character level. So a sword is magic and it's "+" is determined by the level of the character. Resistance could be handled similarly with the bonus tacked onto all magic cloaks for example. Deflection bonuses could also be tacked on to rings automatically.

Natural armor might work as an inherent bonus since most natural armor effects stack with the character's existing base bonus of +0.

Stat boost are not as easily handled. I don't really have much in the way of simple suggestions for that one.


Thanks for your replies. This is for a low-magic campaign, something I've never done or even played in before. I wanted to keep the power level of the PC's about the same as with high fantasy (players like having bonuses each level) without having tons of magic items so they will be special when they are discovered (since a sword with flaming property will be an artifact)

Actual magic artifacts will not have plusses, but interesting and flashy magic abilities.

Kolokotroni wrote:

The one comment I would make is that none of these are a choice, they are all automatic, and some would be useless to certain kinds of character. For instance full casters that dont get into combat would get a much of attack and damage bonuses to weapons they dont use. I did something similar and for casters I included an option similar to what super genious games did with their product Runestaves and wyrd wands.

Essentially you can instead of getting a weapon bonus get a +1 bonus to attack rolles, the first die of hp damage spells, and caster level checks when casting a spell. Though maybe for this is might be a school of magic instead of all spells. This would be in place of or in addition to the options for the weapon bonuses. So at 5th level you could take +1 conjuration + 1 evocation, or at 10th you could have +2 conjuration + 2 quarter staves + 1 evocation. Where the +1 to spells applies to any attack rolls associated with the spell, a +1 bonus to a single rolled die of hp damage, and any caster level checks (such as SR or opposing a counterspell action) made when casting the spell.

That is a great idea! I am definitely stealing this as an option for casters to choose under Weapon ability. I made sure to use unarmored + natural options for Armor Ability to cover non-armor wearing classes but never thought about the spell-casters' spells, so thank you very much!

Freesword wrote:

Have you completely removed the associated magic items?

Have you removed the spells which boost those numbers?

If not, then you have just created a jump in character power since while the items and spells do not stack with each other, they would stack (unless you specifically specify that they do not) with these inherent bonuses.

I've gone an even simpler route with magic weapons and armor. Gotten rid of the "+" pricing and the bonuses are tied to character level. So a sword is magic and it's "+" is determined by the level of the character. Resistance could be handled similarly with the bonus tacked onto all magic cloaks for example. Deflection bonuses could also be tacked on to rings automatically.

Natural armor might work as an inherent bonus since most natural armor effects stack with the character's existing base bonus of +0.

Stat boost are not as easily handled. I don't really have much in the way of simple suggestions for that one.

Looks like I screwed up when I posted and only listed that the bonuses are Enhancement under the Weapon and Armor Ability descriptions (and I even spelled it Enchantment!) but all of these bonuses are the same as they would be if items/spells so everything will be enhancement or resistance bonuses. This way nothing will stack.

I have removed all permanent magic items, the ability to craft them has been lost over time. The only options to craft are potions, scrolls and wands and they are rare unless the PCs take the craft feats. Perhaps rods or staves will be available later on, but not planned for now.

The spells themselves, I am debating on keeping, since they will not stack, if the casters want to spend spell slots/spells known on these, I don't mind.

I like your idea too, but I did not want to have any magic items, so I went with this way, where the bonuses are tied to character level independant of the items.

Thanks for taking a look.

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