Low-magic campaign world questions


Pathfinder First Edition General Discussion


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My group has routinely expressed interest in playing a low-magic fantasy campaign, but there isn't any solid consensus as to what, exactly, that entails. So, as I work some ideas from my side (as the uber-storyteller/GM), I thought I'd throw the general question out to the greater Paizo world ... In terms of game-mechanics, how do you see a low-magic fantasy world working? What trouble-spots do I need to pay attention to and plan for ahead of time to keep the game from derailing?

Something I tossed out as an off-the-cuff remark caught their attention and interest - setting the game in something like the Greek Isles around 50AD (ie: the eastern Med as depicted during the events in the New Testament), where there are civilizations, great civilizations, globe-spanning trade-routes, urban sprawls, and vast wilderness areas. No "New World frontiers," as such - plenty of wilderness in everyone's back yards yet. Maybe Bronze Age arms and armor from 3.5's A&EG.

Thoughts?

Sczarni

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Firstly, the A&EG is probably one of the most referenced books I've ever used. Ultimate Combat has some interesting rules as well (some, like bronze age weapons, I think are just updated).

In a low magic campaign, there are a few things of interest you need to be ready for.
1) Determine if low magic means less casters, maximum caster levels, and the rarity of magic items. Things like potions of remove disease become more valuable.
2) With more money and less magic to spend it on, PC's will invest in communities or mundane things such as fortresses. Be prepared to make snap decisions about economy and what DC's are for skill checks and what not. The Kingdom Building rules in Ultimate Campaign would come in handy here.
3) Race/Class matters more than the equipment on there backs. Rogues become extra deadly because they excel at many things.

Advice wise, let's look at a few models

a) Magical knowledge is limited
-Casters may be unable to learn higher level spells after a certain point. Allow them to continue to gain higher level spells slots that they can fill with metamagic versions of those spells. This pulls out all the stops on how to creatively use lower level spells.
-Magic item creation may be a lost art. Sure, Brew Potion is still available as a means of passing out magic, but other item creation feats are unavailable until double their caster level requirement. Magic weapons are rare and powerful.

b) Magic is dangerous to use
-Casters take nonlethal damage equal to 1d4 X Spell Level when they cast a spell. If they reach half HP, they become fatigued and so forth. If they run out of spells, they can attempt to cast a spell for 2d8 x Spell level worth of damage.

c) Magic is no longer practiced.
-This one is the hardest for an adventuring party to cope with. If you wish to do a no magic campaign, decide if it applies only to the heroes or also to everything else. This makes dragons less deadly for example. In this version, changing the Alchemist from a semi-magical class to a purely science class helps out a lot.

Personally, in a low magic campaign, I've told casters they can't gain about 3rd level spells unless they burn a feat and have encouraged them to use metamagic. With that in mind, I've limited spells for NPC's and monsters as well unless they are 1k year old liches etc. I always make the alchemist a science class. Also, in a low magic campaign, science WILL take off. Guns are the likely evolutionary curve. You'll have areas go through industrial revolution/steampunk. Dwarves become more important as their knowledge of structural engineering promotes them to a highly valued asset. This also makes assaults from the fey realms more dangerous as they are generally not limited by such magical issues.

Sorry, I'm getting off on tangent. I love low magic. It brings out the creativity in people.

The biggest piece of advise on this is to use Ultimate Combat's Armor as Damage Reduction rules. At some point, monsters will always hit the PC's. DR is going to help them stay alive alot longer.


Are you asking for example campaign settings or just general advice about running low magic?

There's low magic and then there's low availability of magic items, and they don't have to be the same. You can have standard magic, in which people playing caster classes have the same level of power but magic items are more expensive. This is kind of how Dark Sun ends up working for most people, and Psionics fills the gaps for lack of magic users.

Tweaking the availability of magic items is one of the fussier bits of 3.x/PF, and I'd generally advise against it unless you're willing to run an alternate system or do a LOT of work fudging stuff. There was a good discussion a while back on these boards about an alternate system to give players the requisite ability/AC/hit/damage/save bonuses so they can still stand up against regular CR creatures. I'll look for it, but feel free to search the boards as well.

You might look at Iron Heroes, which is a variant 3.5 system that is very very low magic and aimed more towards pulp heroes style. I think it would work very well in a sword and sandal campaign.

Alternately, you might just want to play E6.


As for casting classes, we were looking at two approaches - NO base caster classes at all & tweaking the Alchemist to more of the mad-scientist rather than the magical scientist *OR* capping caster classes at 3rd level spells with higher slots available for metamagicked spells. Hadn't thought about using a feat to gain access to higher level spells.

Master Craftsman makes an interesting approach to item crafting - only arms & armor and wondrous items, but available from non-casters. This would mainly help if we removed base casters.

We were looking at things like Ki Pools, Rogue magical talents, and the like to stand in for full spell-casting in place of base casters.


E6 - from what little I've picked up on - is likely close to how we'll end up going. Part of the question-pool I have trouble articulating, tho, is more along the lines of "how different will a low-magic setting look from Forgotten Realms while not looking like our own history?"


Very very different from FR.
Depends on specific flavor, but I like Birthright level of magic.

Liberty's Edge

It will look different enough, because there are legendary people who can vaporize a 40ft section of soldiers, turn invisible and assassinate nearly anyone, etc. Honestly, look to mythology. There's the masses, and then the people who play on the high scale. Kings are either amazing at personal combat themselves, and rule by right of might, or paranoid and persuasive with many and varied resources at their command. Almost all D&D is inspired by history, so I don't know what to tell you there.


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As for mages I might cap spells at 4th level or even 5th but with some exceptions like teleport removed. Really control he spells available and slow down the progression to be more like a bard.

Don't forget clerics. I would go back to something like 1st Ed with 7th level max or replace with a different class like oracle. I would definitely do away with channeling.

Finally no magic items or they are very rare. Only unique magic items no +"whatever".


Go for it Doc, it will be great.

I've tried low magic and never looked back, except maybe to laugh at high magic games.


Mike Franke wrote:

As for mages I might cap spells at 4th level or even 5th but with some exceptions like teleport removed. Really control he spells available and slow down the progression to be more like a bard.

Don't forget clerics. I would go back to something like 1st Ed with 7th level max or replace with a different class like oracle. I would definitely do away with channeling.

Finally no magic items or they are very rare. Only unique magic items no +"whatever".

Yep, all good ideas to make it work.


meatrace wrote:

Very very different from FR.

Depends on specific flavor, but I like Birthright level of magic.

Low magic forgotten realms, is actually pretty cool.


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I've run a homebrew low magic campaign and it was a lot of fun. It was set in a Bronze Age world but the PCs started off in a Stone Age society.

This was 3.5 edition, not pathfinder and I limited starting classes to:
rogue
barbarian
fighter
monk
CW or OA samurai
knight
scout
marshal
swashbuckler
ranger
paladin
ninja
crusader
swordsage
warblade
adept

So basically almost no magic.

The initial lack of equipment and spells meant that for the first few levels the PCs' tactical options were extremely limited. I compensated for this by designing early encounters that depended on skill checks, roleplaying, puzzles, and most especially by putting PCs in situations that they obviously could not solve through brute force alone - they would have to use their wits to survive in a harsh and primitive world.

It was our first time using E6, and it will be our last. E6 did not really work out for us. E6 does solve the "quadratic caster progression" problem, but it does so by essentially shutting down the level-up system just when quadratic caster progression usually starts to become an issue. Players like to get rewarded and feel like they are making constant progress. Once we hit level 6 that didn't happen anymore, instead everyone felt like we were just treading water.

Now I know some players love E6, so I will just say it's not for everyone. If you do try E6 and decide it's not for you, it won't be too hard to switch the campaign from E6 back to a "normal" experience progression -- that's what we ended up doing.

Other issues that will definitely come up with low magic:

1. Healing. Lack of magical healing will mean you'll want to come up with houserules for making nonmagical healing more effective.

2. The CR experience point award system starts to break down because it assumes the PCs have got spells and gear they can't get in a low magic setting. You'll have to award XP on a case by case basis.

3. With such a radical change in the rules there are going to be minor hiccups that require houserules. Example: Towards the end of my campaign it was pointed out that a single contagion spell could wipe out an entire city due to the lack of commonly available magical healing. So I had to change the contagion spell a bit.

4. Lack of magic means fewer tactical options in combat. To keep combat from getting stale you're really going to have to push dynamic, interesting combat situations. Battles where the terrain is a major factor. Battles that take place with uncommon enemy tactics. Battles that need to be completed within a certain time, or in a certain way (example: escort the ambassador to safety without him knowing that you're escorting him).

There's a lot of reasons why I thought low magic was fun:

1. It's a very different way of playing than most players are used to. Many players use magic as a crutch, an easy way to get out of critical thinking and problem solving. When you take that crutch away the campaign becomes more challenging, and everyone feels a bigger sense of accomplishment when obstacles are overcome. If players are confronted with the challenge of crossing a vast hostile desert, now rather than just teleporting across it, or using magic to create food and water, they actually have to carefully plan their expedition, and getting across that desert becomes an accomplishment rather than just an insignificant footnote in the journey.

2. No more "Christmas Tree effect" and no more "quadratic caster progression" effect.

3. What little magic there is in the campaign feels magical again. Like in Tolkein's low magic Lord of the Rings when the heroes get a magic item it's a major event and the item is treated with reverence. But in a standard magic campaign if the players got "Sting" they'd just toss it on the treasure pile as "oh, just another +2 sword."

The plot of my low magic campaign revolved around various tribes trying to gain possession of a magic dagger, and the PCs end up getting caught in the struggle. Wars end up being fought over that dagger. It was quite a switch from our usual high magic forgotten realms campaign, where magic daggers were a dime a dozen!

Good luck with your campaign!


If I wanted to play low magic I'd do the following:
- Increase all spell levels by 1
- E6
- lower all DR*

*Reduce material DR by halve and turn DR/magic into a material DR.


Just remove all full caster classes and leave only half casters in place?


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wohooo one of my favorite play is zero magic campaign...

Msybe you MUST check Ravenloft 3.5 PH the Magic Rating rules for flavor.
Also i suggest Iron Heroes (a magicless campaign) which focuses on DR and Feats leveling up for more options.

For chemical potions, maybe you must play The Witcher PC game which brings a exotic potion creation (i create my own version, but its in Spanish if you want)...

And a friend of mine, create a system for crafting weapons without magic, based on what kind of monster you kill and what ingredient the monster has... then you go to the anvil and mix it with your weapon and the weapon reaches pluses.

(i.e.) Longsword with abolet´s guts
when you treat the abolet´s guts with alchemy, you got an ore dust, and you need to reforge your weapon.

Chemical abolet´s Longsword (mwk)
Damage 1d8 + 2 (+4 aberrations)


I like it, so anyone can get ranger like bonuses if they make the weapon for the job.

I just passed tridents with a bonus against sea monsters to my players a few sessions ago.


If you intend to severely limit access to magic items, be ready to adjust monsters a lot.

Also limiting access to magic items makes full-spellcasting-classes much more "powerful", I'd suggest limiting all full-spellcasters to bard/inquisitor progressions, as well as limiting bards/inquisitors/... to paladin/ranger progressions.

You'll have the following questions, you need to be able to answer (world lore stuff):

- magical items: who makes them, how expensive are they and what did people do to make non-magical aids (parachutes/hang glider/other da-vinci stuff/steampunk/guns)? what's the state of medicine (curing wounds/diseases/...)?

- why can only some people access magic and how powerful (politically) are they because of it?

- what about clearly magical monsters (demons/devils/dragons)? how do people protect themselves? how do nation's armies overcome monster resistances to drive them out/back


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I've been running relatively low magic campaigns for years, and I've never considered going back. The 3.x system of magical walmarts is a tedious monster, so I removed it completely. Everyone flying and being immune to everything by mid-level is obnoxious. It makes the game stale because every party ends up using the same spells and getting the same magic items. The checklist of magic BS a party has to pack before they head out is silly. A potion and scroll for every occasion bogs the game down, and the sheer efficiency of certain items makes others simply too easy to pass up.

My favorite house rule of all time Inherent Bonuses

Inherent bonuses and stat adjustments. I pretty much only use the table. The rest of the rules are alright, but I find they keep too closely to the christmas tree item affect. I also keep secondary weapons and shields equivalent to standard weapons (it's not a particularly elegant solution, so you do get a slight power spike for those users at certain levels; by mid level it's going to happen in a regular game, so more power to the sword-and-board!). Mechanically speaking, this fills the gaps to allow for the creation of more level appropriate content for PCs.

Using these rules has many interesting consequences. For one, running PCs against humanoid adversaries is a lot easier. You don't have to worry about them picking up a treasure trove of simple +X magic loot from every item slot of a dead humanoid NPC's corpse. It also gives PCs incentive to use a variety of different weapons and armor, but in the same breath does not allow PCs to design their builds completely around any given item/enchantment.

For real magic items I typically make them grant powerful effects, such as being made of adamantine. Realistically, adamantine is a disgusting property in and of itself. It basically makes your sword a slightly weaker version of a lightsaber, and I reserve this sort of "magic" item for higher levels (a PC can go on quite the sundering spree with something like this, and the results can be pretty spectacular). Weapons that can bypass DR become truly sought after items.

This doesn't mean magic items have to be simple. I like magic items to be special. Some simple things can be amazing, but complex can also be nice. If you want to give your players an angelically/demonically possessed greatsword that allows for them to summon the entity inside or for them to allow themselves to be possessed and gain special outsider benefits, etc, stat that sucker out and have a blast. You can go pretty crazy or as minimalistic as you feel is appropriate for the campaign. In a low-magic environment, as the DM YOU have control of what the party ultimately possesses and what they fight, for the most part.

I personally keep magic DR intact and make rare item materials a form of magic item. It makes certain monsters absolutely terrifying. Sometimes I lower the DR of specific creatures by an appropriate amount: anything past ten typically goes to around 10 and enemies who have 10/magic sometimes get a reduction to their DR by a few points or by 5 if it is a particularly low CR or has very high damage potential. This is also a very interesting way of nerfing the damage of archers, as they have the most difficult time attaining things like silver and adamantine arrows. I don't personally like DR being a trivial thing. In standard D&D everyone bypassess essentially every type of DR if they are well prepared.

As for attaining magic items, I've done low to virtually no magic item campaigns, but I personally enjoy having them. I don't make them easy to get, but they exist. Questing specifically for magical gear is completely viable; in fact it's one of the biggest motivations for my players.

Money is also a problematic issue when it comes to adventuring as the pathfinder system assumes the PCs will have moon-sized chunks of platinum by the end of their careers. I typically solve this by drastically reducing the monetary rewards, if there are any at all, for various adventures. Players can make a very comfortable living, significantly better than they could otherwise. Not every goblin shack has a few gold in it. This income can cover housing, base making, luxury good purchases, land, paying servants, etc, depending on their level. Depending on the world I typically allow players to maintain their stuff and get a little extra spending money on the side. If they want to save up or are looking to buy something specific we discuss the details between game sessions and come to an arrangement on costs or we make a quest out of it. Castles aren't cheap. It is an incredible undertaking to fund the creation of one.

Personally I've found that players willing to indulge in the finer things in life tend to make this a lot easier. Penny pinchers are more work, but as a DM it's my job to give the players shiny things to spend all that gold on. All this is very campaign specific, but just be aware that it is an issue. Deal with it early, even if it is a rough fix to start.

As for loot, it can be an ordeal in and of itself. Retrieving large art pieces and statues, etc, can be a hassle. Gold isn't exactly light-weight either, and no bags of holding can make for interesting situations.

As for spell-casters, I started with no casters to see what it was like. Then, I allowed limited casting and caster multi-classers. I've evolved to allow essentially every type of caster. My main rule is don't be an ass. It's not an elegant rule, but it has worked for me and my group for years. My casters and I go over what spells they're thinking about running and I give the o k or ask them to change them depending on the campaign. I typically ban out obvious problematic spells, like Teleport. After that, depending on the feel of the campaign I make adjustments to the list. Frequent bans are as follows: Polymorphs and illusion spells that change appearance, Enlarge/reduce person, spells that enhance weapons, knock, virtually every summon spell,anything that creates items/food/water, and most flying spells. Typically any spell that eliminates a skill check is subject to question. I make exceptions all the time for character concepts, but my players need to ask in advance so I can adjust encounters accordingly. I like spells providing for new tactical options, but I don't like spells trivializing the world at large. I also don't like players picking spells because they are they are simply the best option. As a result, depending on the world I make modifications or outright ban spells like protection from evil and the various resist element spells. Often times I don't ban spells but give them rare spell components or focuses to make them a tactical option (huge gems aren't so easy to come by in my world, etc). Similarly, I don't allow item creation feats. Typically if a player really wants to make a magic item it becomes a quest (gotta figure out how to actually do it, gather up all the stuff, find an appropriate work space, and then actually make the item which may or may not require help). I often make exceptions for scrolls and certain potions.

Healing can also be an issue. Typically I go with a very specialized method of making HPs more like skill/luck. Physical damage isn't typically taken until a character's HP reaches negative (I make exceptions for various special attacks and certain crits). That's when blood starts spraying and bones get broken. For an average game, if a player hasn't been actually wounded or isn't fatigued/exhausted they roll their HD and heal an amount equal to the roll+con mod. If I want a tougher game it goes to an hour and I restrict divine healing by a lot.
A much less drastic alternative that I've used is giving players an ability or item similar to the old belt of healing.

The real question, I think, is whether or not you want to make the game harder, more gritty and real, or just streamline it. After you've decided that, creating a setting/rules becomes a lot easier.

edit: I'm sorry this post is so massive. I didn't realize just how big it was until I clicked submit.


Some low magic rule/campaign changes I've seen or used. Note: don't use all of these at once.

1) Socially unacceptable. If you are seen casting spells or using magic items you get an immediate negative reaction. "Burn the witch!" Spell casters need to have things like sleight of hand, disguise, multiclass with something else, use non-flashy spells, etc... To hide what they are and still function.

2) Socially rare magic items. Wizard doesn't want to make an uber shield because then he won't have any future work. But he will sell you a partial wand of greater magic armor, since you will have to come back after it runs out. He won't sell you a staff of fire because you might use it against him. But he will sell you several scrolls of stone skin because it is not a direct threat to him.

3) Socially restricted. Church will only sell cures to members of good standing (maybe closely allied church for x2 cost) so they know you are an acceptable person. Wizard will only sell scrolls to close friends since a stranger might commit a crime with it and he could get in trouble.

4) Slow spell recovery. If you don't get a full nights sleep you only recover spell levels (lowest first) equal to your caster level. Each full nights sleep is CLx2. Full day rest is CLx4. Casters have to be very careful about nova burst all their high powered abilities. They could be very week and vulnerable for several days afterword.

5) Permanent items like weapons, rings, belts, etc... cost x2 to x5 the book cost. So you can still buy a +1 hammer to hit the gargoyle with. But you aren't likely to afford a keen, spell storing, holy sword.

6) Casting a spell requires a spell craft check and/or a concentration check every time. Raise the DC until it becomes as rare as you want.

7) Primary caster class can only be taken every other level max.

8) Divine and arcane do NOT cooperate. (No god for arcane casters with this one.) Divine beings feel that arcane casters are usurping them. Clerics can't heal an arcane caster except in the most dire cases and that would still require an atonement. Arcane casters think the clerics are a bunch of jealous ninnies and enjoy seeing them taken down a peg or two. So they won't help them either.

9) Slow casting. Casting time increased by 1/2 the spell level.

10) Roll playing issues. Requires some cooperation from the players. Using other worldly powers slowly drives the caster insane. So over the levels the caster gains paranoia, phobias, hallucinations, compulsive behaviors, etc...

{{ If you have really good players, I like this last one best. }}

What ever you choose, be sure to think about whether some of the standard encounters are appropriate or survivable.

If you will be lynched for using any magic, even a minor incorporeal undead creature is incredibly dangerous.


Define low magic please.

1.No magic, no magic beast, humancentric, historical.

2.Extreme low magic, relic weapons from a lost age, "magic" restricted to far off lands and hidden places.

3.Conan, Magic is rare and dangerous, ancient cultures created marvels lost in time, wizards are feared and few.

4.LoTR Wizard exist and are very powerful people, magic monsters and races are common and known even if the layman never meet them. Magic items are special or old.

5.Typical PF, minus the magic market.


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Thanks, folks! You've given me a *LOT* to think about and to discuss with my players. Mr. Fishy, your list is going to be very useful in helping my players narrow down what they are thinking of when they say "low magic" - thanks for the list of examples.

One of the first questions that came to my mind was did they want to play in a world that had once had a "full spectrum" of magic that disappeared (abruptly/slowly, partially/completely, recently/aeons past) or a world where magic has not yet fully developed. Roleplaying in a world that just underwent a "manaclypse" would be very different from playing in a world on the cusp of choosing between following magic or technology.

I'm getting the impression they want a not-fully-developed growth of magic, with alchemy and alchemists (and magesmith and tinkerer types) being far more common. So for this, I'm liking the concept of "monsters as loot" where you use their body-parts as part of the magic items. Ranger-types can make a great living procuring anatomical samples for study and use.

But knowledge of magic items would have to be...spotty. Arms & armor sure, because killing things is something we seem to know on a base level. Wondrous items because, wow, I need something to do X so I'll figure one out as I go. But because the "rules of magic" aren't yet understood, "stored spells" like wands & potions & such don't exist.

My main caster player loves the idea of having to be more creative with her spell-use, figuring out how to best apply meta-magic feats to her more limited spells in order to get the best use out of them.

I'm thinking a lot of supernatural creatures will not exist, focusing more on "realistic" animal/vermin types. Creatures that take a lot of damage to bring down will be far more common than creatures that need a lot of supernatural/magical assistance to take down.

(I more like the "magic faded/failed/was forgotten" approach, where ancient artifacts still work just fine, but few know anything about making or using them any more.)


IdleAltruism wrote:

I've been running relatively low magic campaigns for years, and I've never considered going back. The 3.x system of magical walmarts is a tedious monster, so I removed it completely. Everyone flying and being immune to everything by mid-level is obnoxious. It makes the game stale because every party ends up using the same spells and getting the same magic items. The checklist of magic BS a party has to pack before they head out is silly. A potion and scroll for every occasion bogs the game down, and the sheer efficiency of certain items makes others simply too easy to pass up.

My favorite house rule of all time Inherent Bonuses

Inherent bonuses and stat adjustments. I pretty much only use the table. The rest of the rules are alright, but I find they keep too closely to the christmas tree item affect. I also keep secondary weapons and shields equivalent to standard weapons (it's not a particularly elegant solution, so you do get a slight power spike for those users at certain levels; by mid level it's going to happen in a regular game, so more power to the sword-and-board!). Mechanically speaking, this fills the gaps to allow for the creation of more level appropriate content for PCs.

Using these rules has many interesting consequences. For one, running PCs against humanoid adversaries is a lot easier. You don't have to worry about them picking up a treasure trove of simple +X magic loot from every item slot of a dead humanoid NPC's corpse. It also gives PCs incentive to use a variety of different weapons and armor, but in the same breath does not allow PCs to design their builds completely around any given item/enchantment.

For real magic items I typically make them grant powerful effects, such as being made of adamantine. Realistically, adamantine is a disgusting property in and of itself. It basically makes your sword a slightly weaker version of a lightsaber, and I reserve this sort of "magic" item for higher levels (a PC...

Here here!

Hello there brother *manly handshake*.


Kydeem de'Morcaine wrote:

Some low magic rule/campaign changes I've seen or used. Note: don't use all of these at once.

1) Socially unacceptable. If you are seen casting spells or using magic items you get an immediate negative reaction. "Burn the witch!" Spell casters need to have things like sleight of hand, disguise, multiclass with something else, use non-flashy spells, etc... To hide what they are and still function.

2) Socially rare magic items. Wizard doesn't want to make an uber shield because then he won't have any future work. But he will sell you a partial wand of greater magic armor, since you will have to come back after it runs out. He won't sell you a staff of fire because you might use it against him. But he will sell you several scrolls of stone skin because it is not a direct threat to him.

3) Socially restricted. Church will only sell cures to members of good standing (maybe closely allied church for x2 cost) so they know you are an acceptable person. Wizard will only sell scrolls to close friends since a stranger might commit a crime with it and he could get in trouble.

4) Slow spell recovery. If you don't get a full nights sleep you only recover spell levels (lowest first) equal to your caster level. Each full nights sleep is CLx2. Full day rest is CLx4. Casters have to be very careful about nova burst all their high powered abilities. They could be very week and vulnerable for several days afterword.

5) Permanent items like weapons, rings, belts, etc... cost x2 to x5 the book cost. So you can still buy a +1 hammer to hit the gargoyle with. But you aren't likely to afford a keen, spell storing, holy sword.

6) Casting a spell requires a spell craft check and/or a concentration check every time. Raise the DC until it becomes as rare as you want.

7) Primary caster class can only be taken every other level max.

8) Divine and arcane do NOT cooperate. (No god for arcane casters with this one.) Divine beings feel that arcane casters are usurping them. Clerics can't heal an arcane caster except in...

Those are some great ideas. I liked 2 and 8. Set this in a backdrop of a cleric vs wizard war (with the sorcerers as mercs).


+1 to 'monsters as loot'

Though that may just be too many hours lost to Monster Hunter talking...


Immortal Greed wrote:
Kydeem de'Morcaine wrote:

...

2) Socially rare magic items. Wizard doesn't want to make an uber shield because then he won't have any future work. But he will sell you a partial wand of greater magic armor, since you will have to come back after it runs out. He won't sell you a staff of fire because you might use it against him. But he will sell you several scrolls of stone skin because it is not a direct threat to him.
...
8) Divine and arcane do NOT cooperate. (No god for arcane casters with this one.) Divine beings feel that arcane casters are usurping them. Clerics
... Those are some great ideas. I liked 2 and 8. Set this in a backdrop of a cleric vs wizard war (with the sorcerers as mercs).

I had it as a very multi-sided conflict.

a) You had the nature lovers. Druids and Rangers.

b) The academic arcane casters. The prepared, Wizards and Witches.

c) The natural arcane casters. The spontaneus, Sorcerers and Bards.

d) Body is gods temple. God gave you that body so you can't use magic to change your body (other than putting it back in good shape). So you can't cast Bull's Strength, because that would imply that god didn't make your body good enough. However, you can use Earthquake because that is external to you. Detect Magic causes magic items to glow, so it is ok.

e) Body was given to you by god, so it is the only thing you are allowed to change. The world is not yours so you can't change it. Can't cast Earthquake, since that is affecting the world that is the property of god. Can use Bull's Strength, since it only directly affects you. Detect magic allows your eyes to see the magical emminations that are already there, so it is ok.

There would be clerics, paladins, and inquisitors that worshiped the exact same deity in both groups d) and e).

It was fun for a while, but was a huge amount of work for the GM to keep track of who was in which group. Then who knows which group that person is in. Then who is wrong and thinks he's in another group.


I've been doing it in a new game, and it is a pretty solid idea, and has worked in implementation. Players also are attached to certain items (and repulsed by others) based on what they cam from.

List at present

Manscorpion half-plate scale armour, which only covers half the body since it was worn by manscorpions.
A frog cloak, magically allows breathing under water.
A whip made from a killer plant vine, which almost one-shotted a party member.
A small rapier made from a stirge proboscis.
Various types of bone and shell armour.
A giant shield made from part of the shell of a tarrasque (the French turtle version).

That is all I can recall for now.


The single best idea I've seen is the 1e 'roll to learn spell' table. Makes learning magic difficult, and therefore makes spellcasters all different.

Beyond that, +1 to talk with your players.


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The worst part about talking to my players? "We trust you to take our half-baked ideas and vague dreams and mesh them into something totally cool and FUN!!"

...it's been like that off and on for 20+ years in some cases...


Anonymous Visitor 163 576 wrote:
The single best idea I've seen is the 1e 'roll to learn spell' table. Makes learning magic difficult...

I actually thought about digging that out to see how I could modify it to work with PF mechanics.

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