Pathfinder Without Magic


Homebrew and House Rules

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I'm not sure I understand your suggestion, Sangalor, what do you mean by "heal in two steps"?

A easier solution would be limiting first-aid kit with "charges", as they can run out of gaze, anti-biotics, painkillers, etcs... But it feels too similar to a simple wand of CLW, and if that's the case, what's the point?

I do like the idea of having to beat a DC equal to the patient's current health, though...


First Aid Kit. Make the healing part of the Heal Skill that requires the Kit.


Lemmy wrote:

I'm not sure I understand your suggestion, Sangalor, what do you mean by "heal in two steps"?

A easier solution would be limiting first-aid kit with "charges", as they can run out of gaze, anti-biotics, painkillers, etcs... But it feels too similar to a simple wand of CLW, and if that's the case, what's the point?

I do like the idea of having to beat a DC equal to the patient's current health, though...

Two steps=two heal checks :)


I would check out iron kingdoms for classes and combat, and black company has a fun critical hit feature, Game of Thrones is also witout magic (but some of the classes arent too balanced) and midnight as well. Honestly I would even consider going back to 3.5 as I think the classes in 3.5 are less "magical" or have less magical options. If you go low magic than the magic system in Black Company, True20 and true sorcery (basically the same) might fit better than PF or 3.5 magic.


I'd be a little concerned about the impact on the action ecnonemy as it pertains to healing. A cleric can *poof* heal everyone in a radius a fair amount. On an individual level it's generally enough to offset the damage of a single attack or two of an enemy. However, on a party levels that's EVERYONE getting that HP restored. With a single target medical check...

hmmm....

I'd almost like to see medical kits doing a lot more if I'm spending that kind of action investment. From a balance perspective x2 the normal amount a cleric heals per round wouldn't be out of the question (mitigating 2 turns worth of damage).


In the Darwin's World game we are playing, the DM is using Pathfinder but with the variant rules for Armour as DR and Vitality/Wounds. Vitality is easily regained, wounds are harder but rarer.

Added to that my character is a juju doctor, with a pack-load of juju-potions and recovered medicines and an awesome Treat Injury skill...


Did you like the variant armor rules? (Armor as DR)


Might I interest anyone in a few no magic game rules I designed?

I also have rules for a game without +1, +2 etc. items, while still keeping magic classes around, wondrous items around and keeping the martial classes relevant.

These have been playtested and played very well!


What about another game ?

I'm not trolling here : something like 90% of Pathfinder CRB deals with spells and magic items.

You have to rewrite 7 out of the 11 "base" classes of the game (because those classes use spells, the only one without being Barbarian, Fighter, Rogue and Monk). Adding APG and the 2 ultimates, you have to rewrite 13 out of 19, adding Cavalier and Gunslinger to the list of non-magic characters).

You have to rewrite A LOT of things (creatures, CR system, Progression, ...).

In short : you have to rewrite Pathfinder and create another RPG.

OR, you could just buy a game that deals with playing non-magic characters and be done with it. And there are a lot of them, and very good ones I should add.


Pathfinder's leveling system isn't really designed for "no magic, just human achievement". Even if you take out magic, a 10th level Rogue can easily shatter the world record for a long jump by merely taking 10 (I actually calculated this out elsewhere).

High-level characters are still "super-human" even if they rely entirely on "realistic-based" skills and martial abilities, with no spells.

You could try capping "realistic human achievement" at level 5 or something, between this is sub-optimal game design: you miss on a lot of cool abilities, and your campaign hits the top with no room to grow.

Personally, I'd recommend a game with "horizontal advancement" (you expand your repertoire of abilities, but your power level is "locked in") like Green Ronin's excellent Mutants and Masterminds 2nd edition (a successor to their True 20 spin-off of d20). While primarily designed for superhero games,it is a universal system (and everything you need to both play and GM is right in the one core book), so it can be easily adapted to practically any campaign setting. It's effect-based (everything references common mechanics, and then you can flavor-text it as you want) and point-buy.
Even low-level (1 Point) powers can be adapted to "feats" in a "no powers" game (low-light vision becomes "Eagle Eye").

Instead of XP, every successful adventure awards a "Power Point" (just like the ones you build your character with) to spend immediately or save for later. A power point can be abstracted as anything from "I train to dodge better" to "I pay the blacksmith to forge me a better sword" and more.

Also, it uses a "Toughness Save" damage track system.


That's IT! I'm calling the psychopomps!


If you're allowing (Su), wouldn't a Paladin still be able to Lay on Hands, Channel Energy and able to use Mercies? Even if never being able to cast spells, paladins become the default healer.


Scott_UAT wrote:

Keep your (Su) abilities and covert whatever (Sp) abilities you can, but no more magic. No spells, no enchantments, magic items, scrolls, potions, etc

What would the game play like?

You'd absolutely want to go with the Vitality Point / Wound Point system that was used in Spycraft. Otherwise, your healing is going to suffer rather dramatically.

Honestly, I'd love this game.


What did you think about the Automatic Bonus Progression? Seems good for a no-magic campaign


*Cough* Necro.


Aurelio 90 wrote:
What did you think about the Automatic Bonus Progression? Seems good for a no-magic campaign

I personally like ABP, even for "regular" games, since it eliminates the "oh, you just found your first +2 glowie - I guess you can chuck your father's sword in the "to sell" bin", and instead lets favored pieces of equipment (a long-time trope in myth/legend/fantasy) grow with the character.

It also takes PC focus off of just hoarding up the big "top priority" items (+Atk/dmg, +saves, +abilities, +AC, etc), and lets me as a GM hand out more interesting items that actually do stuff beyond just boring passive bonuses.


Rather than give my opinion and get into a big fight, I'm going to skip to the next step and just hide the topic. :p


Voin_AFOL wrote:
Aurelio 90 wrote:
What did you think about the Automatic Bonus Progression? Seems good for a no-magic campaign

I personally like ABP, even for "regular" games, since it eliminates the "oh, you just found your first +2 glowie - I guess you can chuck your father's sword in the "to sell" bin", and instead lets favored pieces of equipment (a long-time trope in myth/legend/fantasy) grow with the character.

It also takes PC focus off of just hoarding up the big "top priority" items (+Atk/dmg, +saves, +abilities, +AC, etc), and lets me as a GM hand out more interesting items that actually do stuff beyond just boring passive bonuses.

I agree! One thing I hate is the disposable nature of lower level gear. And, the effort expended on acquiring or crafting "basic" bonus gear is a waste of story and brain power. It also, IMO, encourages the creep of those numbers, and the pursuit of even bigger! numbers.

Edit: probably best combined with not only a curtailment of funds by level, but increased difficulty in crafting lower level magic gear. Otherwise, there would be an explosion of utilitarian gear that, while cool, would at times seem like they are getting their cake and eating it too...


Here are some magic-less rules I wrote for a campaign we just started.
The jade kingdom


to deal with healing

have your pc's discover a certain plant that would have fast healing rates then it's based on biology/herbs, etc instead of magic.

make sure that wherever the players have to get this stuff it's expensive and/or dangerous

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