| Spall |
I've been trying to work through various issues with PF as my crew gets ready to run our first adventure using the core rules and PF campaign setting. We keep hitting roadblocks and it seems that the consistent theme to these is the fact that the rules are built for a very high magic game world (even though the campaign setting is written like it's only a mid-high world).
We're looking into adjusting rules to notch down the importance of magic a step or two. This group has about 20 years under our belts and have done everything, from gritty ultra-low magic to ultra-high magic and tend to get the best results for our gaming style when we hang closer to the middle. I have ideas for how this would be accomplished, but was hoping to get a peek at rules already in play elsewhere to avoid some of the trial and error inherent in the process.
The general goal of the adjustments would be to foster a story, RP and intrigue intensive game, where magic becomes simply another tool in the arsenal of a well rounded character instead of becoming the only thing that makes them interesting or useful. I don't want to institute massive changes, but had considered stuff like the following:
-Make magic items a little more special, interesting, less common and more powerful (as opposed to simply levelling up your equipment as you gain gold).
-Force casters to more frequently use their skills, wits and a backpack full of mundane items and weapons to help overcome challenges instead of worrying about their adventuring day being over after they fire off their spells (after say, oh, 15 minutes...)
-Limit the availability, utility or reliability of teleportation, long distance travel and flight spells/items/abilities so journeys continue to matter after the first few adventures.
I have a much longer list of possible ways to accomplish this, but wanted to focus on what other people are doing successfully instead. Any suggestions or outside reading would be great.
Thanks.
yellowdingo
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The Hyborian Setting (Conan The Barbarian) offers a mid level-magic/low level-magic setting where there are a few powerful wizards who jealously guard their power and do not share it.
Effectively you as an individual might go out and learn first level spells by resorting to study but the mid level (2-5) and high level(6-9) magic requires you become a priest of one immortal or another - most ultimate power requiring a ceremony and requests to that particular god as part of the research and development for powerful spells.
It means you have Thoth Amon, 18th level wizard and priest of Set, who can summon demons from every tier of power...and Priests of Jebal Sag who can control the natural world (Like Druids).