Needing suggestions for a low magic game - slower spell progression


Homebrew and House Rules


I'm looking for some suggestions, comments etc., on my plan to limit full casters in my home brew game. I have a few ways I'm mulling around in my head and a few I would like to do, but won't due to group consensus.

Background: The campaign is a low magic game, with a heavy outdoor theme. (I'd have preferred to do e8, however the group decided they wanted a more traditional game.) Flight, teleports, scry/die etc., won't be a part of the game, either by the players or all but the most epic of villains. In addition to being low magic, it's narrative heavy, and sandbox enough that the players should feel free to do most anything. Each player has a backstory that's unique and being worked into the overriding story I'm telling.

Since I wanted to cut back on the magic, I thought it would be easier to just say no full casters. I was met with thumbs up from the group, with no one objecting. I'm fortunate in that the group I'm playing with is willing to try a different approach to the game. However, I had a death occur, and one of my players can't seem to find a character he really can get into. (He's now gone through 3 total characters, with a 4th on the way). As the game is very narrative heavy I want to ensure he can play something that sparks his imagination. Here is why I'm posting. I was asked if he could play a wildshaped focused Druid. I agreed, with the caveat that it would be on a reduced spell progression (like the Hunter from the ACG - caps at 6th level spells). I was met with an abandonment of the Druid idea, as he felt the spell progression change would make the Druid worthless. From my perspective - and granted that's knowing what's coming down the pipe, how the game world is and all that lovely GM stuff; is that the Druid would still have been extremely competitive. I find that in a game such as I'm running, a Druid has so many options that even with slower spell progression they have tons of tricks up their sleeves.

My question is, how badly do you feel the Druid would be with reduced casting, in a nature focused low magic campaign?

Thanks for your time.


Firstly, unless designed very poorly, all full caster classes can still perform on equal ground, if not outperform, all other classes when their spells are limited to 6th level.

Secondly, a Druid in a nature focused campaign - it will excel and possibly be a spotlight hog depending on the player's tendencies.

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