Running an Arcane Magic-Free Game


Homebrew and House Rules


I am wanting to run a game that is very Game of Thrones-esque, in that magic (of the arcane variety) doesn't exist, divine magic is severely reduced in power (to compensate for there being no magic items for melee classes), and melee combat being much more lethal than Pathfinder has it innately. In my world, to make it make sense, I have it so that, after an age of Arcane mastery and progress, where the divine arts were all but forgotten, the magic left the world. The tap shut off. Gone. Finished. I already made it so that players are getting less health per level, wounds are plausible and possible, and melee weapons are doing the damage of 1 size category larger, as well as divine casters being capped at 5th level spells, but I'm struggling to figure out how to handle AC.
Without magic items, Dex based classes are getting screwed hard in the AC field. a rogue in leathers vs a fighter in full plate is dead meat, just based on BAB. I thought about giving double the DEX bonus to AC to certain classes, but that feels a tad unfair, and possibly broken. What do y'all recommend?


Why do you want to use the Pathfinder for this game? Doesn't fit well, maybe a variant like P6?


dunelord3001 wrote:

Why do you want to use the Pathfinder for this game? Doesn't fit well, maybe a variant like P6?

Its what I know. And there are mentions, specifically in the attributes section, about low-fantasy.


I could not agree more!! There are many references through out the PF materials about running low magic variants and I personally consider it an absolute SHAME that at least one solid supplement was not dedicated to to this topic.

Yes, low magic & no magic variants are 100% doable! Just get together with your party and explain this fact to them ahead of time so there are no surprises at the game table. The better you can map out what your thoughts are on how this will work ahead of time the smoother it will all work during game play and make for less ad hoc / DM Fiat at the table.

Another tip, recruit your players to help with some conversion notes for this sorta thing. DONT try to rewrite the core rule book for this, but have some working notes on what you would like to see at the game table and go from there. As an example make it a rule that only classes, races and archetypes which fit your campaign concept are allowed. I know this sounds obvious but you will be AMAZED how often I've stated similar things at my table and still had players that spent dozens of hours creating very detailed characters which DID NOT fit the (clearly stated) campaign themes.

As for the "Fan-Boy PF Club" that will very quickly tell you that PF CANT be used for this sorta thing, or that you should use a different system: Ignore them. Way back at the very beginning of time when Gygax was writing the very first versions of these rules he was very clear that if the RAW (rules as written) were not working for you, then you should wing it and go with what worked at your gaming table. This is a statement which is still echo'd in most of the rule books to this day (I think it is referred to as "Rule 0".)

I've spent literally years working on similar campaigns and I can tell you that they are very doable, however most players / GM's simply aren't willing to put in the sorta time and energy that it takes to do theses types of conversions. Frequently you have to rewrite portions of modules (I always did that anyway!) or edit monster entries, etc etc.

In the defense of the players that say "it isn't possible" I would give them some credit here and state that "it isn't possible....without a good deal for forethought and some additional leg work needed to make sure the game your about to run that week is still a balanced encounter". Also be aware that it will change your prep time before the game of only a couple of hours to anywhere between 6 - 12 hours depending on how much time you are allotting for preparation. And that is assuming that you already have a pretty solid idea of what you want your campaign's "normal" to look like.

Good luck, and feel free to hit me up via PM (or here on the forums obviously) if you wanna compare notes further.


(Sorry in advance if you don't want 3rd-party recommendations and/or you already know about them.)

I will plug Spheres of Might for providing some interesting non-magical options for replacing magic effects, particularly under the Alchemy sphere.

Spheres of Power might also help as it's much easier to see how to restrict the kind of magic available and has a way of dialing way down on magic access via only gaining it through feats.

If you get stuck converting monsters to not be so magical there's The Genius Guide to the Talented Bestiary for designing your own monsters.

Silver Crusade

It's actually rather easy. You just have to watch the way you build encounters, they need to realize their limits. They need to be prepared to back off from fights they can't handle, to take longer to heal than general. Focus more on physical monsters than magical threats. Demons and dragons are a lot harder to face without arcane support, but Giants and elementals are good choices. Watch out for monstrous humanoids, you really just want to be careful with special abilities all around.


Val'bryn2 wrote:
It's actually rather easy. You just have to watch the way you build encounters, they need to realize their limits. They need to be prepared to back off from fights they can't handle, to take longer to heal than general. Focus more on physical monsters than magical threats. Demons and dragons are a lot harder to face without arcane support, but Giants and elementals are good choices. Watch out for monstrous humanoids, you really just want to be careful with special abilities all around.

And dont be afraid to simply change the creature or encounter. Dragon has SR that your party cant over come? Drop it! Change it to something else like, "dragons are magical creatures that can only be hit by XYZ materials from the age of the First Men". That material might be silver, mithril, obsidian glass, or anything else the party would be able to have reasonable access to within the confines of your campaign.

Nazgul (ref: LOTR / Tolkein) were very powerful undead, and when the party was low level they quickly had to learn how to exploit the weaknesses of such foe long before they could actually defeat them in battle. Fire and running water both served as effective weapons against them. You have to think more like an author and less like a video game player when designing these types of encounters in order to avoid a party wipe.

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