Magic Poor Worlds


Advice


Have any of you guys made any home brew campaigns in Pathfinder? If so, I was wondering if you've made any magic-dry worlds and how do you deal with religion and clerics? Are all clerics supposed to have magic powers, even your run of the mill minister? Also, do you incorporate any stories about why magic is rare, and if it's very rare, what if there's a high powered sorcerer out there? Would he just be able to run amok and do whatever he wants?

Any advice, ideas or experiences would be greatly appreciated.


So, yes, no, you have to, and what sorcerer do you mean?

This has been done before, and, in general, it's a better use of your time to look for rules that support what you want to do. You CAN write them yourself, but why? A more experienced game designer has already done this...

You might want to look at the Dragon Lords of Melnibone, or Iron Heroes, or the Conan RPG, or the Living Death 3.5 sourcebook, or the Black Company sourcebook. I'm not familiar with Krynn overly much, but a lot of that world's history lacked clerics too.

The only giant issue you need to answer is about healing from wounds. How is that done? The optional vitality and wounds system from Ultimate Combat, or an equivalent, is recommended if clerics are missing.

And remember, certain creatures are FAR more dangerous if there's no cure for what happens. Even the typical 1st level giant rats are more threatening if filth fever can really kill you.


Not saying that there would be no magic, just not as much as in Golarian.


I really like the pathfinder system and rules but I'm looking to make a world with less magic it in and just wondering if any posters on this board have tried it with PF rule set.

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