Homebrew Rules: No Magic Items!?


Homebrew and House Rules


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Me and my friends toy with the idea of running a game void of magic items that increase damage, saves, ability scores and even attack bonuses.
We're tired of the "Adventurer's Outfit" and that most of the time you NEED a +5 sword and a +5 armor and a +5 cloak of resistance to be able to survive higher level monsters.
And that HAVING to buy those items takes away the opportunity to spend the gold on other things, like keeps, armies, an inn, an apparatus of the crab, etc.
So I created some house rules to be able to play a game like that.
We've playtested them and my friends are very happy with these house rules.


Rallaster wrote:

Me and my friends toy with the idea of running a game void of magic items that increase damage, saves, ability scores and even attack bonuses.

We're tired of the "Adventurer's Outfit" and that most of the time you NEED a +5 sword and a +5 armor and a +5 cloak of resistance to be able to survive higher level monsters.
And that HAVING to buy those items takes away the opportunity to spend the gold on other things, like keeps, armies, an inn, an apparatus of the crab, etc.
So I created some house rules to be able to play a game like that.
We've playtested them and my friends are very happy with these house rules.

Looks interesting.

Grand Lodge

I would suggest that your weapon and armor enchantments be limited to a total of +5 in special qualities since you're eliminating armor and weapon enhancement plusses.


LazarX wrote:
I would suggest that your weapon and armor enchantments be limited to a total of +5 in special qualities since you're eliminating armor and weapon enhancement plusses.

I KNEW I forgot to fix something before posting! Thanks! :D

Edited!

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