
Kydeem de'Morcaine |

Hey folks, I could use some help here.
I am going to try building a semi-low magic campaign world.
(I will probably use the 3.0e Kalamar setting for maps just because I have it.)
I'm NOT trying for what some people call a low magic with just rogues and fighters.
What I am going for is just a little bit less than the standard PF campaign (and quite a bit less than Ebberon).
No magic shops (or they are con artists). If you want something specific, you have to find someone and convince him to make it for you.
Magic items are a bit harder to find/aquire/craft.
Spell casters are not unheard of but more unusual. So people will be more scared/suspicious of them.
In most campaigns magic is nothing special. I'm trying to make it more special.
Now if I don't adjust the rules, I wizard will suddenly become even more god-like as well as an economic super power.
I'm trying to figure out how to adjust the rules (without a major re-write) so that it at least makes some sense for there to be less magic in everyday life.
A few things I have been considering. I was considering mostly working with the cost of magic items.
1) Extra-dimensional items (such as bags of holding and boots of teleport) cost x5 RAW price. {For the back story on this world extra dimensional magic needs to be tough in some way.}
2) If not ExDim, permenant magic items (such as cloak of resistance +2 or a +1 shield) cost x2 RAW price.
3) Special materials (such as mithral) reduce the cost to x0.75 RAW price.
4) No combining arcane and divine spell casting classes or PrC’s such as Mystic Theurge. {For the back story on this world I need tension and a lack of cooperation between arcane and divine.}
Most everything else I was going to take care of socially/environmentally.
A) People distrust and blame arcane spell casters. A wizard could be at risk if lets everyone know what he is.
B) Divine spell casters are expected to only cast spells to help the church or congregation. Cleric may come under investigation/censure if she is casting spells for other reasons.
C) A spell caster doesn’t usually create permanent magic items, she creates a charged magic item. Instead of giving the captain of the guard a +1 sword, she gives him a masterwork sword that has a 9th CL greater magic weapon on it with 10 charges. (Not exactly sure how to cost it though.) More powerful for the few times the captain really needs it. Less likely to leave since it will need recharged eventually.
D) A spell caster is likely to put an ‘insurance property’ (not sure exactly how to work this) on a weapon so it can’t be used against him.
What do you folks think? Good? Bad? Not enough? Too much?
My current group did not like the concept at all, but that may just be because they are used to playing in Ebberon campaigns.

hogarth |

A few things I have been considering. I was considering mostly working with the cost of magic items.
1) Extra-dimensional items (such as bags of holding and boots of teleport) cost x5 RAW price. {For the back story on this world extra dimensional magic needs to be tough in some way.}
2) If not ExDim, permenant magic items (such as cloak of resistance +2 or a +1 shield) cost x2 RAW price.
3) Special materials (such as mithral) reduce the cost to x0.75 RAW price.
4) No combining arcane and divine spell casting classes or PrC’s such as Mystic Theurge. {For the back story on this world I need tension and a lack of cooperation between arcane and divine.}
I would have no problem with those restrictions, although 2) seems to punish non-spellcasters (who depends on magical weapons and armor) more than spellcasters.
Most everything else I was going to take care of socially/environmentally.
A) People distrust and blame arcane spell casters. A wizard could be at risk if lets everyone know what he is.
B) Divine spell casters are expected to only cast spells to help the church or congregation. Cleric may come under investigation/censure if she is casting spells for other reasons.
C) A spell caster doesn’t usually create permanent magic items, she creates a charged magic item. Instead of giving the captain of the guard a +1 sword, she gives him a masterwork sword that has a 9th CL greater magic weapon on it with 10 charges. (Not exactly sure how to cost it though.) More powerful for the few times the captain really needs it. Less likely to leave since it will need recharged eventually.
D) A spell caster is likely to put an ‘insurance property’ (not sure exactly how to work this) on a weapon so it can’t be used against him.
Nothing wrong with C) and D), although I think those would also feel like punishing non-spellcasters.
It's hard to say anything about A) or B); if it's an urban campaign, those could be devastating, but if the PCs spend most of their time in dungeons or in the wilderness, they might not matter at all.

Kydeem de'Morcaine |

... 2) seems to punish non-spellcasters (who depends on magical weapons and armor) more than spellcasters...Nothing wrong with C) and D), although I think those would also feel like punishing non-spellcasters...
I don't want them to depend upon magic items nearly as much. They will be much less common. However, I don't want to be 'punishing' anyone.
What would you suggest as a replacment?
... It's hard to say anything about A) or B); if it's an urban campaign, those could be devastating, but if the PCs...
It should end up about an equal mix of both urban and wilderness. That was an attempt to inhibit the primary spell caster from being too uber powerful. They would need to devote some level, feat, and/or skills to something other than just spell casting. Or finding a way to hide the fact that they are spell casters.
What would you suggest as a replacment?

cranewings |
I like to use my bonuses per level as a substitute for magic items. These bonuses should replace just about everything you would normally need for wealth by level, and they help casters less than other characters.
Level
1 Nothing
2 AC +1, Saving Throws +1
3 Strike and Damage +1
4 Skill +5, AC+1
5 Attribute +2
6 AC +1, Saving Throws +1
7 Strike and Damage +1
8 Low Skill +5, AC +1
9 Low Attribute +2
10 AC +1, Saving Throws +1
11 Strike and Damage +1
12 Skill +5, AC +1
13 Attribute +2
14 AC +1, Saving Throws +1
15 Strike and Damage +1
16 Low Skill +5 AC +1
17 Low Attribute +2
18 AC +1, Saving Throws +1
19 Strike and Damage +1
20 Attribute +2
Then, magic items such as shields, armor and swords never grant more than a +1 bonus. No attribute boosting items. No natural AC boosting items.
The AC bonus applies as a dodge skill bonus, so you can lose it when surprised, though you get it verses touch.
The bonuses to Low Skill and Low Attribute can be applied to any skill or attribute other than the character's highest. If two are tied, he can apply it to either.
Once you have this, you can focus on the rarity of wonderous items as the main magic in your campaign. Stay away from items that boost natural class powers: bows of + damage dice, metamagic wands, all that crap, leave it out. They don't need it.
There is a mighty big difference in power level from no magic items to normal wealth, but not much of a difference from normal wealth to even x2 or x3. Someone on the boards did an explanation of that. Using my inherent bonus table, or one like it you make yourself, really takes the burden off you as the GM to get people the right magical gear. It even gives the same strike and damage bonus to two weapon fighters so it HELPS them a lot.

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i like it, I may steal some of those things off you for my homebrew campaign, though with mine not using any wizards it might be a bit different
E6 (or E7 as I prefer) also throws a lot of emphasis away from the creation of anything other than one shot items - simply too difficult and time consuming for the average character.

SwnyNerdgasm |

SwnyNerdgasm wrote:i like it, I may steal some of those things off you for my homebrew campaign, though with mine not using any wizards it might be a bit differentE6 (or E7 as I prefer) also throws a lot of emphasis away from the creation of anything other than one shot items - simply too difficult and time consuming for the average character.
Well at the moment my homebrew is at 9th level and the most powerful non limited magic item in it is a simple longsword +3, so I've got the amount of magical items down to where I want them, if I could only get my one player to shut up with the, "Why can't we play wizards here, when you run Golarion you let us play wizards!" I just can't seem to get him to understand that my world is not Golarion, and if you want to play an arcane spell casting class your choices are Sorcerer, Magus(redone to be a spontaneous caster), or Witch.

hogarth |

hogarth wrote:... 2) seems to punish non-spellcasters (who depends on magical weapons and armor) more than spellcasters...Nothing wrong with C) and D), although I think those would also feel like punishing non-spellcasters...I don't want them to depend upon magic items nearly as much. They will be much less common. However, I don't want to be 'punishing' anyone.
What would you suggest as a replacment?
One possibility is "super-masterwork" items (e.g. weapons with a bonus to attack and damage that aren't necessarily magical).
hogarth wrote:... It's hard to say anything about A) or B); if it's an urban campaign, those could be devastating, but if the PCs...It should end up about an equal mix of both urban and wilderness. That was an attempt to inhibit the primary spell caster from being too uber powerful. They would need to devote some level, feat, and/or skills to something other than just spell casting. Or finding a way to hide the fact that they are spell casters.
What would you suggest as a replacment?
It's hard to say, because I'm not sure it sounds like my kind of campaign -- I like playing spellcasters. How hard are you going to discourage playing a cleric (say)? Would you prefer for them to have no spellcasters at all, or would you prefer for them to have spellcasters and suffer the consequences?

Dragonsong |

If you plan on going beyond 6th level or plan on using a lot of fantasy monsters demons and the like the lack of equipment is going to require you to change rules somewhat. Adjust CR's or monsters Saving throws( the PC casters with no or fewer stat boosting items will have lower DC's on thier spells so to remain some level of expected results you will need to drop the critters saves or lower thier stats) conversely you will also need to lower the DC's of monster effects as players will have less access to magic defensive items: energy resistance rings cloaks of resistance and the like.
I would suggest making penetrating strike feat (but not the greater one) available to any one with a BAB of +6 or more to allow fighters and rogues to have an easier time overcoming DR/ magic and such.
Are you going to restrict any/all of the SU barbarian rage powers?
Are you going to restrict any other class? Inquisitor comes to mind that has a large number of spell like or supernatural abilites.

Kydeem de'Morcaine |

... Would you prefer for them to have no spellcasters at all, or would you prefer for them to have spellcasters and suffer the consequences?
Actually, I'm assuming they will have spell casters.
But think about 1000 years ago in real life. Many places people if someone claimed to have magic he would be chased out of town. Some places he would be revered. Either way it would be uncommon and he would get the credit/blame for anthing odd that happened. Many (though not all) religions used to watch their people very carefully to make sure they presented the 'correct' image.
That is the feel that I'm going for, but not that severe. I'm not planning on having every town try to burn them at the stake. But there would be suspicions and rumors if they let it be known they are spellcasters.

Kydeem de'Morcaine |

If you plan on going beyond 6th level or plan on using a lot of fantasy monsters demons and the like the lack of equipment is going to require you to change rules somewhat. Adjust CR's or monsters Saving throws( the PC casters with no or fewer stat boosting items will have lower DC's on thier spells so to remain some level of expected results you will need to drop the critters saves or lower thier stats) conversely you will also need to lower the DC's of monster effects as players will have less access to magic defensive items: energy resistance rings cloaks of resistance and the like.
I would suggest making penetrating strike feat (but not the greater one) available to any one with a BAB of +6 or more to allow fighters and rogues to have an easier time overcoming DR/ magic and such.
Are you going to restrict any/all of the SU barbarian rage powers?
Are you going to restrict any other class? Inquisitor comes to mind that has a large number of spell like or supernatural abilites.
Yes, planning on going way beyond 6th level. Eventually upper tier servants of the gods will be involved.
Magical creatures with DR will be much less common and will be encountered in much smaller numbers. Most of the campaign combat will be against other people/humanoids.Yes, I will prob need to drop some of the creatures save DC's.
Good idea, I will make penetrating strike available at +6 BAB.
I had not planned to take anything from the barbarian. Do you think I should?
I'm not exactly sure what I would need to do to some of the other hybrid type classes. But the inquisitor's would have to endure the scrutiny of his church just like a cleric or paladin.
Oh, that brings up one other that I forgot.
5) No divine spells from a nebulous concept. If you are getting divine powers, must be from one of the gods (but there are a lot of them some almost anybody should be able to find at least one they can agree with).

Laurefindel |

1) Extra-dimensional items cost x5 RAW price.
2) Permenant magic items cost x2 RAW price.
This becomes somewhat redundant and unnecessary with the 'no magic shop' clause.
Do make sure that your players know that the value of such things are higher than raw, but the x2(or x5) price and 'no magic shop' sends a conflicting message.
Without the usual magical gear, PCs are going to be below the expected power curve for their respective level. That can be OK as long as you keep things consistent (i.e. don't expect the CR system to be accurate, especially in the upper range, and don't be sending-up NPCs equipped up the wazoo).
Sooner or later, the martial / caster disparity will become greater than it is by RaW. There isn't many ways around it and I have yet to see a simple yet reasonable fix to that (IMO, the best solutions have been about boosting martial characters with inherent bonuses rather than nerfing casters. Other houserules address the problem as well, but most go much beyond a 'simple fix' ). By itself, the disparity doesn't have to be a problem if everyone accepts it and deals with it as a reality of their game (for players) and world (for their characters). Without the right attitude, it can become a problem however.

Dragonsong |

I had not planned to take anything from the barbarian. Do you think I should?
No I personally don't think you need to take away any of the barbarian's SU rage power i was just curious as it can be one of those areas Spell like/SU abilites that can trip up folks who are looking to run lower magic(as broad as that topic is) games. and then they become surprised by them because of it. The kind of game you are laying out I don't think that will be as much of a problem.

Combatbunny |

This is similar to the campaign world I'm running atm. Like yours, magic is rare (but not unheard of) and magic items are not sold in stores (although I am providing ample opportunities to find them in old ruins, crypts, and on powerful NPC's).
We're doing a slow kind of campaign progression which goes along with the world. Essentially its kind of like an E6 or E7 game except not as stringent. The greatest heroes are perhaps lvl 12-14. Most people are between 1-5. Practically no one is above 15. I've tried to limit the influence of truly reality warping magic. Summoning, teleporting, and planes walking are all restricted (possible but harder to do).
I think an important thing for me to add is that you shouldn't be too cautious about using different kinds of monsters. At first, I had planned a campaign with mostly Humanoid adversaries. However, I quickly found that my group got bored if I kept the campaign too one dimensional. Monster variety is important I think. And its even more interesting/fun when you don't necessarily have all the tools to fight said monsters. It requires a lot more ingenuity and creativity (and it makes things actually scary). Obviously, I'm not saying bludgeon your pc's with monsters they can't kill, but don't be afraid to throw in the random Vampiric Mist just too keep them on their toes.

hogarth |

hogarth wrote:... Would you prefer for them to have no spellcasters at all, or would you prefer for them to have spellcasters and suffer the consequences?Actually, I'm assuming they will have spell casters.
But think about 1000 years ago in real life. Many places people if someone claimed to have magic he would be chased out of town. Some places he would be revered. Either way it would be uncommon and he would get the credit/blame for anthing odd that happened.
In real life, magic was uncommon because it didn't exist!
In your proposed campaign, how many spellcasting wizards and clerics would you expect to have in a village of 100? Or in a city of 100,000?

Kydeem de'Morcaine |

...This becomes somewhat redundant and unnecessary with the 'no magic shop' clause.
Do make sure that your players know that the value of such things are higher than raw, but the x2(or x5) price and 'no magic shop' sends a conflicting message...
I guess that was me assuming that at least someone will decide to take some item crafting feats and make their own.
...Without the usual magical gear, PCs are going to be below the expected power curve for their respective level... don't expect the CR system to be accurate, especially in the upper range, and don't be sending-up NPCs equipped up the wazoo...
Absolutely. Especially magic creatures will tend to be much harder targets. Also, the NPC's will tend to have very few magic items.
...Sooner or later, the martial / caster disparity will become greater than it is by RaW. There isn't many ways around it and I have yet to see a simple yet reasonable fix to that (IMO, the best solutions have been about boosting martial characters with inherent bonuses rather than nerfing casters...
That is one of my biggest concerns. I will think about some later boosts for the non-casters. Maybe instead of penetrating strike being a feat, I'll make it an automatic gain at a certain BaB.
However, magic items are not absent from this world they are just not cookies in a bakery. Some of them will even be very powerful almost like minor artifacts. But the PC's won't have as much choice and ease getting them.
Kydeem de'Morcaine |

...I think an important thing for me to add is that you shouldn't be too cautious about using different kinds of monsters. At first, I had planned a campaign with mostly Humanoid adversaries. However, I quickly found that my group got bored if I kept the campaign too one dimensional. Monster variety is important I think. And its even more interesting/fun when you don't necessarily have all the tools to fight said monsters. It requires a lot more ingenuity and creativity (and it makes things actually scary)...
Agreed. I am planning on magical creatures and odd monsters being either end bosses or assitants/bodyguards for the end bosses. And yes, I'll have to use care to make sure it isn't impossible.

Kydeem de'Morcaine |

Instead of adjusting the player characters, just adjust the monsters.
Only throw monsters that are 1 or 2 levels under the PCs at them.
Or, apply the Young template to the monsters.
I don't want to adjust the PC's too much. But if I don't adjust anything they could just start cranking out their own magic items and become too powerful for the world.

Kydeem de'Morcaine |

... In real life, magic was uncommon because it didn't exist! ...
But a lot of people BELIEVED it did exist. So they acted as if it did. Everything from the Salem witch trials to voodoo witch doctor's controlling whole communitiees.
... In your proposed campaign, how many spellcasting wizards and clerics would you expect to have in a village of 100? Or in a city of 100,000?
Village of 100? None. Maybe, just possibly a 1st or 2nd level adept.
City of 100,000? Probably 1-3 arcane casters (some might also have an apprentice or 2). Levels could be almost anything depending on if it is a city that reveres them or persecutes them. At least 3-6 divine spell casters like clerics. Though most of the divine spell casters in a congregation will be adepts rather than clerics.

Kolokotroni |

I am doing something similar to part one of your plan in my current game that is just starting up. Magic Item shops simply do not exist, players (starting at 7th level) only have mundane gear and a few potions and all crafting feats beyond scribe scroll, brew potion and craft wand do not exist. Magic items are extremely rare and highly treasured.
However I didt make significant pc adjustments to account for the lack of magic items, which I believe has a big impact on what characters are capable of. After seeign the characters my players created with the linked rules I am pretty confident they will be able to handle typical challenges as normal.
In regards to the social stigma aspect of this, I would be cautious. Make sure the players understand this and it's implications prior to the game. I am certain there are many players who would not want to be persecuted or distrusted simply for playing their characters, so they should be able to opt out if they aren't up for this kind of experience by not playing a magical character.

Kydeem de'Morcaine |

I am doing something similar to part one of your plan in my current game that is just starting up. Magic Item shops simply do not exist, players (starting at 7th level) only have mundane gear and a few potions and all crafting feats beyond scribe scroll, brew potion and craft wand do not exist. Magic items are extremely rare and highly treasured...
So you are doing even lower magic than me.
...However I didt make significant pc adjustments to account for the lack of magic items...
I kinda like some of these. I think I'm going to plagarize a bit of your list.
... In regards to the social stigma aspect of this, I would be cautious. Make sure the players understand this and it's implications prior to the game. I am certain there are many players who would not want to be persecuted or distrusted simply for playing their characters...
They will absolutely know all about that ahead of time.

Kolokotroni |

Kolokotroni wrote:I am doing something similar to part one of your plan in my current game that is just starting up. Magic Item shops simply do not exist, players (starting at 7th level) only have mundane gear and a few potions and all crafting feats beyond scribe scroll, brew potion and craft wand do not exist. Magic items are extremely rare and highly treasured...So you are doing even lower magic than me.
Low magic items, but not low magic. There is no restriction on people being able to cast spells (thus high magic) but puting magic into items is no longer a simple process.
Kolokotroni wrote:...However I didt make significant pc adjustments to account for the lack of magic items...I kinda like some of these. I think I'm going to plagarize a bit of your list.
Please feel free, and let me know how it turns out if you do. It never hurts to get feedback besides what comes out of my group.
Kolokotroni wrote:... In regards to the social stigma aspect of this, I would be cautious. Make sure the players understand this and it's implications prior to the game. I am certain there are many players who would not want to be persecuted or distrusted simply for playing their characters...They will absolutely know all about that ahead of time.
Then all i would say go for it. The one thing you will want to nail down though is how much visual effect there is on various spells. So if someone has say shield of faith cast on them, do they glow? Is it obvious to a layperson that there is something odd afoot?
You also may vant to look at the 3.5 book complete scoundrel for the skill tricks. There were several skill tricks designed around concealing casting spells. I think if magic has obvious effects it would be reasonable to offer the players options to conceal the fact that they were the ones that are responsible for it.

Kydeem de'Morcaine |

... You also may vant to look at the 3.5 book complete scoundrel for the skill tricks. There were several skill tricks designed around concealing casting spells. I think if magic has obvious effects it would be reasonable to offer the players options to conceal the fact that they were the ones that are responsible for it.
That is an excellent idea! I did not think about that at all.

EWHM |
My suggestion is that you make any casters build on a lower point buy in your game---e.g., full casters get 10 point buy, semicasters 15, psuedo-casters like paladins/rangers 20, and everyone else 25. Justify it by explaining that caster potential is rare in your world, hence your metagame spirit of possession has less choices than would one attempting to animate a fighter or rogue.

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My suggestion is that you make any casters build on a lower point buy in your game---e.g., full casters get 10 point buy, semicasters 15, psuedo-casters like paladins/rangers 20, and everyone else 25. Justify it by explaining that caster potential is rare in your world, hence your metagame spirit of possession has less choices than would one attempting to animate a fighter or rogue.
Thats an INCREDIBLY hefty caster tax.
I use a feat tax (only) called "Magically Talented". Semi casters not taking it get other bonuses (bards get extra feats) or have to pick non magic casting archetypes.
It makes it a bit of a sub-obtimal choice but doesnt make it insanely so

jlord |

In most campaigns magic is nothing special. I'm trying to make it more special.
This is a great article to remedy that.
I have a few suggestions...
Don't bother with the cost of magic items. Just make it so that Magic items cannot be purchased, and that nobody in their right mind would buy them. If the group is lucky enough to find someone to make them magic items, then an appropriate mark up due to the danger of this task should apply depending on the npc making it. Probably never more than twice the price. Opposite if they actually find a buyer to sell a magic item to. They will only take it off the pc's for a much lower price. Special circumstantial items for your campaign, such as ones that deal with extraordinarily space can be the exception.
If you really have a need to limit these, It would probably just be easier to adjust the wealth of the game down, as most wealth after level 3 go towards magical items.
A spell caster doesn’t usually create permanent magic items, she creates a charged magic item. Instead of giving the captain of the guard a +1 sword, she gives him a masterwork sword that has a 9th CL greater magic weapon on it with 10 charges. (Not exactly sure how to cost it though.) More powerful for the few times the captain really needs it. Less likely to leave since it will need recharged eventually.
This is Fine, but I would still allow for the players to make their own permanent items. Finding charged Items is fine, but If the PC mage is willing to take the chance to make that +2 item, let him.
For the most part, I recommend leaving the rules as they are. Less work for you and the Pc's don't feel cheated. How the world interacts with the rules is a different story. Having them find your charged items and learning to use them for what they are, crafting their own items because they cannot find or convince someone to make them. Ect.
But if I don't adjust anything they could just start cranking out their own magic items and become too powerful for the world.
Best way to deal with this is to just keep a good firm idea of their wealth and keep it well adjusted to where you like it. They cannot churn out magic items if they don't have the money. another option is to make it so that the item creation feats create the items at market value, instead of half. If your really afraid, make is so that wizards cannot choose item crafting as a bonus feat. Give them a small list of other feats instead.
Few things to consider:
detect magic. If arcane magic is illegal, cllerics with this cantrip, or magic items that grant this to a few local law athorities can make hiding magical items that much harder.
Magic Aura Should be a must have for this game. Not a bad idea to add this spell as a continual magical affect on most items (and this is a cool way to jack the price of continual magic items up with in game reason)
Also, as I believe one of the posters above stated, make magical items and/or spells look magical. sparkles, glowing, sounds, goosebumps, hair raising effects, ect.

Anonymous Visitor 163 576 |

You might be better off with a rule "no full casters ". Otherwise, you will have stacked so many penalties on spell casting, that no one will want to do it.
Also, you may want to add in something like the old morale checks: when faced with magic, most people will flee. That will balance the decrease in spell power.
And watch dr magic. Gargoyles and shadows are MUCH more dangerous without magical weapons.

Joyride66 |

I will start a similar campaign myself. My solution is taking away the reliability of magic. I try to take away the automatic results of magic.
(A maximized fireball does some damage, regardless of a failed reflex save).
The caster will have to roll if their spell suceeds. Chances for failure are about at 15 - 20% (Clerics are better, semi-spellcasters like Bards are worse).
No backfire or else and low-level spells will become easier to cast when mages raise in power. Because of the chances the prices for magic items are higher (roughly doubled).
I will tone down some monsters myself and as my group does not tend to do number crunching I hope all will work out well.
P.S.: I also like the idea of suspicion against mu. This suspion and distrust towards mages will be more prominently in rural areas than in cities where are somewhat common and known.

EWHM |
EWHM wrote:My suggestion is that you make any casters build on a lower point buy in your game---e.g., full casters get 10 point buy, semicasters 15, psuedo-casters like paladins/rangers 20, and everyone else 25. Justify it by explaining that caster potential is rare in your world, hence your metagame spirit of possession has less choices than would one attempting to animate a fighter or rogue.Thats an INCREDIBLY hefty caster tax.
I use a feat tax (only) called "Magically Talented". Semi casters not taking it get other bonuses (bards get extra feats) or have to pick non magic casting archetypes.
It makes it a bit of a sub-obtimal choice but doesnt make it insanely so
Helaman
It is a very hefty tax, but I think you'll find that a lot of your players will STILL choose casters if you levy it.I think you're missing how powerful a caster can be in a world where they are very very rare. A lot of what limits casters in an average magic world is the fact that what they can do is well understood and people have spent a lot of time devising defenses and countermoves against it.

Kydeem de'Morcaine |

My suggestion is that you make any casters build on a lower point buy in your game---e.g., full casters get 10 point buy, semicasters 15, psuedo-casters like paladins/rangers 20, and everyone else 25. Justify it by explaining that caster potential is rare in your world, hence your metagame spirit of possession has less choices than would one attempting to animate a fighter or rogue.
That is a thought. I will consider it, but not at that heafty of a difference. But that does nothing to limit the prolifferation of minor magic items.

Kydeem de'Morcaine |

...you may want to add in something like the old morale checks: when faced with magic, most people will flee...
Yes, I had been thinking about something like that. I'll probbably do it most of the time by storyline fiat instead of rolling a check. But maybe not. I'll have to think about it.

EWHM |
EWHM wrote:My suggestion is that you make any casters build on a lower point buy in your game---e.g., full casters get 10 point buy, semicasters 15, psuedo-casters like paladins/rangers 20, and everyone else 25. Justify it by explaining that caster potential is rare in your world, hence your metagame spirit of possession has less choices than would one attempting to animate a fighter or rogue.That is a thought. I will consider it, but not at that heafty of a difference. But that does nothing to limit the prolifferation of minor magic items.
Proliferation of minor magic items:
Increase the timestep on making items from days to years. That'll shut that down right quick. If you do this I recommend replacing all the craft feats with a single one---craft magic item.If you do all of this, I wager that in a 6 person party you'll STILL get one priest and one wizard.

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I've really enjoyed this thread.Kolokotroni, I really like your set up. I may very well be stealing that for my next game.
I've got one main concern for a low magic item game though. Players, at least in my experience, enjoy finding magic items. Its a good reward, and taking that away risks taking away some player enjoyment. For those who have done it, has that been a problem? For those who are considering this style of game, is that a concern of yours? If so or if not, why?

Kydeem de'Morcaine |

... url=http://thealexandrian.net/creations/misc/magic-items.html]This is a great article to remedy that.[/url] ....
Descriptions can make individual items seem more special. But it just doesn't make them less common. By standard rules a group is soon buried in +1 and +2 items.
... I would still allow for the players to make their own permanent items...
If they take the feat they can, it will just cost more. I might make them use 'power ingredients' for specific things.

Kydeem de'Morcaine |

...Proliferation of minor magic items:
Increase the timestep on making items from days to years. That'll shut that down right quick. If you do this I recommend replacing all the craft feats with a single one---craft magic item.If you do all of this, I wager that in a 6 person party you'll STILL get one priest and one wizard.
I didn't think of the time. I won't make it years. then no one but NPC elves would make anything. I don't want to completely eliminate magic items, just much less common. I might do weeks though. I'll think about. That is an intriguing idea.

Kydeem de'Morcaine |

...I've got one main concern for a low magic item game though. Players, at least in my experience, enjoy finding magic items. Its a good reward, and taking that away risks taking away some player enjoyment. For those who have done it, has that been a problem? For those who are considering this style of game, is that a concern of yours? If so or if not, why?
Yes, definitely a concern. I'm hoping the reward will be the sense of accompishement from getting a job done (or at least surviving) as well as a greater reward from the fewer special items. I will have to find a group that is willing to try this world. My current group has made it clear they are not interested in trying a low magic campaign.

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The main problem most low-magic campaigns is with having a viable means to restrict magic items. Having laws on the books against spell casters is one means, though it nerfs spell caster PCs in urban settings. The XP cost was another method, though a bit of a pain to deal with:
wiz: "I create X magic item of super uberness"
DM: "And the XP cost just dropped you back a level"
Not ideal in any form, BUT it did put into place a viable means of restricting magic items. It also really did not make much sense to me in that a wizard becomes capable of creating a massively powerful item only to potentially lose the ability to cast the spells used to create the item.
One idea I have been bouncing around for the next time I run a low magic campaign is to tie in the creation of permanent items (not one shots, like potions, scrolls, etc) would be to tie it into the other mechanic that rarely gets use in a campaign. Age.
For every 1000gp in base cost (rounded down), the creator would age 1 year. This makes for a simple mechanic (you're just growing older as you spend your energy on creating these items), so no XP juggling. and it gives a clear indicator as to why magic is not all pervasive. You want a +1 sword, better find a wizard who is willing to burn off 2 years of life.
The effects from this type of mechanic would be multiple. First, wizards would not lose spell casting ability, but could start to suffer the effects of old age. For spell casters, this is actually a good thing, aside from the entire getting-older-could-die-sooner-than-intended thing, as INT, WIS and CHA all increase with age.
Second, most major magic items would not be of human construction (items crafted by elves would most likely be the lion's share). Though there could be a far number of lich created items as well, age no longer being a factor.
Third, in a world such as Golarion, items such as the Sun Orchid Elixir, or items that could reverse the aging process, would be a wizard's best options for crafting magic items without suffering ill effects, but the resulting costs would be astronomical, again limiting the availability of major magical items.
Finally, it would make permanently enchanted items that much more appreciated when they are found rather than the oh so common "let's sell it and go buy something else" response many items get.
EDIT: One thing this does NOT restrict is spellcasters themselves. They are still a source of magical power in their own right. For that, you may want to enact something along the lines of spell failure checks as a requirement to cast any spell, starting from a base point, say 10%, and run from there. Or require a base Concentration check of 5+spell level just to be able to cast the spell. It doesn't completely nerf the casters, but does make magic a hit or miss proposition.

Kydeem de'Morcaine |

...For every 1000gp in base cost (rounded down), the creator would age 1 year. This makes for a simple mechanic (you're just growing older as you spend your energy on creating these items), so no XP juggling. and it gives a clear indicator as to why magic is not all pervasive. You want a +1 sword, better find a wizard who is willing to burn off 2 years of life...
I will seriously consider this. In my current group I think this would just make the elves and drow universal while at the moment they are just over represented.

EWHM |
Another really simple way to reduce the magic item proliferation is to simply apply a multiplier---like 2 or 3, to how much they cost (and cost to make). Another thing you can do is to increase radically the DC modifier for not having all the prerequisites for the item.
Yet another thing you can do is periodically have an astral conjuction or similar event that destroys a large fraction of the world's magical item stock. Every century or so is what I recommend. Treat it like an old-school Disjunction spell. Cultures would take notice of this, and might even chain a Year of Jubilee to it.

Caliburn101 |

How about this as a solution....
Limit the game to clases with spellcasting limited to 6th level spell maximum (Magus etc.).
This would make Bards, Magus and Summoners the magic kings, Inquisitors, Paladins and specced Alchemists the potential source of healing. Rangers fill the nature magic role.
As for magic items, you just have some event in history which leached magic from the world leaving certain arts no longer usable, but leaving the magic items (relics of that era) in a very high premium, but available supply to balance PC's against their foes....
If you want to have higher level spells on occassion - link them to special sites - like charged items - so ancient druid circles, temples of lost gods, crumbling wizard towers all act as static charged or spells/day items usable by their occupants.
Just some ideas....