Cheiromancer
2013-07-16, 01:35 PM
Well the campaign I'm currently playing in has a relatively inexperienced DM who is trying to run a "Low Magic" world. However the only magic he seems to be keeping away are magic items. Casting Classes are untouched in spell selection and abilities, and the monster we fight are still geared towards the regular CR of our party.
So basically the only thing that's changed is that melee classes (like me) are stuck on the sidelines with our masterwork weapons and armor while the casters throw 5th level spells around like candy, and the monsters have DR that is nearly impossible to penetrate.
As CRtwenty points out, restricting magic items is a perverse way of creating a “Low Magic” world; it heavily penalizes mundane classes, who rely on magic items, and has a much lesser effect on casters, who can access magic with class abilities.
Maybe a better approach would be to turn the situation around. Find a way for mundanes to get the magic items they need, and let them shine in combat. Commissioned magic items would be a way of avoiding the ‘magic mart’ syndrome, but there has to be a mechanical incentive for casters to make items for others, rather not make items at all, or only for themselves. This idea can be partially implemented through a tweak of the magic item creation rules:
Crafting magic items: Standard items cost a base 90% of the purchase price to craft, but a crafter gains xp from making such items (xp gained equals 1/25 the base price). If a non-standard item is crafted (particularly items that do not use equipment slots) xp is lost rather than gained. Items made according to these rules do not benefit from other mechanisms for reducing the expense of item creation.
With these rules, NPC spellcasters will be generally willing to craft standard items on commission; it is a safe way of gaining experience, and the 10% profit they make is enough for their living expenses. There are plenty of plot hooks available for DM's who want to make it more interesting to get desirable magic items.
The cost formula is derived from the equation 1 xp = 5 gp. Crafting that costs xp has a gp investment of 50% base cost and 1/25 the base cost in xp. Converted to gp that's 50% + 4% x 5 = 70%. To gain xp, raise the cost by another 20%. The result is a much narrower profit margin, but also a safe source of xp for the item creator.
Optional rule (reduced downtime): multiple items can be made per day (max 1000 gp per day), or else one item can be crafted at a rate of 5000 gp/day. (The party’s casters can craft needed magic items without taking forever.)
One of the main reasons PC's don't craft is that it takes too long. Also, there are better uses for the feat slots. The time requirements can be adjusted here; providing other uses for the item creation feats will be left for later.
Now we need a way to make mundane characters shine in combat. Maybe it is difficult to cast spells in stressful circumstances, and there is magical backlash if powerful magic is released. And there should be a reason why magic items would be made primarily for mundane characters. Something like this might work:
Stressful casting: It is more difficult to gather and safely shape magical energy except under tranquil circumstances. If you have cast a spell, made an attack roll, taken damage or attempted a saving throw in the preceding minute, you suffer from increased casting time, and (unless you are resistant) magical strain. For the purpose of these rules, using a spell-like ability counts as casting a spell unless stated otherwise.
Increased casting time: A spell that would normally take a move-equivalent action now takes a standard action; if it would normally take a standard action it takes a full-round action instead. If a spell would normally take an immediate, swift or full-round action, you may use it normally, but you must spend either a move-equivalent action or a standard action on your next turn (your choice). Unless you have a source of extra actions, spending an action in this way prevents you from using a full-round action in the same turn.
Magical strain: Using magic in stressful circumstances often causes a strain on spellcasters. Casting a spell in stressful circumstances causes strain equal to the spell level, unless the hit dice of the caster is at least three times the level of the spell cast. Each point of strain adds a -1 penalty to the caster’s saving throws and concentration skill checks and -1 hp per hit die (to a minimum of 1 hp per hit die). Strain from multiple spells do not stack. This penalty from magical strain remains until the spellcaster has rested for at least 8 hours.
I don't like skill based checks to see if spells go off correctly or whatever. They are either trivial (if the DC is set too low, or if you've optimized the check) or too difficult (otherwise).
Anyway. I want mundane characters to shine in combat, so I make it hard for spellcasters to operate when the stakes are high. Out of combat they can still do all sorts of stuff; in combat they are restricted to about the spell progression of a bard unless they jump through various hoops. The penalties don't really hurt until higher levels; that's when spellcasters really diverge from mundane characters
Resisting magical strain: The easiest way to avoid magical strain is not to cast spells under stressful circumstances. Certain classes may have an inherent resistance to the magical strain of their own spells. Feats, including item creation feats, help increase resistance to magical strain. Finally a spellcaster may multiclass to increase character level without increasing spellcasting ability.
Class bonuses: Certain classes are better able to handle the strain involved in their spellcasting. This is at the DM’s option, and is primarily intended to compensate low tier classes that have 9th level spells. A good rule of thumb is to subtract two from the tier and then double: then Beguiler or True Necromancer gets +2 strain resistance, and a warmage gets +4. Casters without 9th level spells can benefit too: a bard, for example, would get +2.
Feats: A character may take a feat (‘strain resistance’) to increase their effective hit dice by +2 for the purpose of resisting magical strain. The strain resistance feat can be taken as a wizard’s bonus feat.
Item creation feats: The ability to bind magical energies into stable forms helps a spellcaster resist strain; however the spellcaster must have a clean aura to benefit. Add the number of magic item creation feats possessed by the character and subtract the number of magic items occupying item slots, to a minimum of +0. The result is an item bonus to the character’s effective hit dice for the purpose of resisting magical strain.
For example, a 13th level wizard with five item creation feats wearing magical bracers (arms slot), gloves (hands) and a magic ring (finger) can cast 5th level spells without incurring magical strain (as if 15 HD). If all items are removed he can cast 6th level spells (as if 18 HD). However if he casts a 7th level spell in stressful circumstances he receives a penalty of -7 to all hit dice (up to 91 hp lost, to a minimum of 13 hp) and a -7 to all saves and concentration checks. This is because he needs the equivalent of 21 hit dice to avoid the magic strain of a 7th level spell, but the best he can manage is 18. The penalty from magical strain lasts until he has a good night’s rest.
Here I give an incentive for spellcasters, especially wizards, to take item creation feats. Due to lack of bonus feats, other classes can't take so many item creation feats. But they generally have compensating benefits. Sorcerers, for instance, are flexible, and can use higher level spell slots to cast lower level spells without strain. Clerics can use persistomancy to dominate in melee. Come to think of it, so can buffed arcane types using polymorph or shapechange. Druids... well, druids rock even without their higher level spells. As nasty as high magical strain is, casters still dominate. But they dominate less.
Rule effect summary: Casters are not affected by magical strain if they avoid stressful situations. The NPC clerics at the local temple of Pelor can thus cure the PC’s of their ailments as usual. Adventuring spellcasters have a disadvantage when casting spells in combat, due to increased casting time. They are also subject to magical strain unless they either:
avoid using high level spells (no higher than 1/3 their hit dice)
multiclass (to gain hit dice without higher level spells)
pay a substantial feat tax (and limit their use of magic items).
High level casters who incur magical strain suffer significant and hard to remove penalties to hit points, saves and Concentration checks. They will avoid using their most powerful magic in combat.
So there you have it. It is a ‘low magic’ world in that mundane characters have a better chance to shine. Yes, there are plenty of spellcasters, but they play more of a supporting role. Lots of magic items, too, but no ‘magic marts’.
edit log:
Put commentary and examples in spoilers, changed triggers for stressful casting to omit rolling for initiative; put in casting a spell and rolling an attack instead. Minor edits and wording tweaks here and there.
So basically the only thing that's changed is that melee classes (like me) are stuck on the sidelines with our masterwork weapons and armor while the casters throw 5th level spells around like candy, and the monsters have DR that is nearly impossible to penetrate.
As CRtwenty points out, restricting magic items is a perverse way of creating a “Low Magic” world; it heavily penalizes mundane classes, who rely on magic items, and has a much lesser effect on casters, who can access magic with class abilities.
Maybe a better approach would be to turn the situation around. Find a way for mundanes to get the magic items they need, and let them shine in combat. Commissioned magic items would be a way of avoiding the ‘magic mart’ syndrome, but there has to be a mechanical incentive for casters to make items for others, rather not make items at all, or only for themselves. This idea can be partially implemented through a tweak of the magic item creation rules:
Crafting magic items: Standard items cost a base 90% of the purchase price to craft, but a crafter gains xp from making such items (xp gained equals 1/25 the base price). If a non-standard item is crafted (particularly items that do not use equipment slots) xp is lost rather than gained. Items made according to these rules do not benefit from other mechanisms for reducing the expense of item creation.
With these rules, NPC spellcasters will be generally willing to craft standard items on commission; it is a safe way of gaining experience, and the 10% profit they make is enough for their living expenses. There are plenty of plot hooks available for DM's who want to make it more interesting to get desirable magic items.
The cost formula is derived from the equation 1 xp = 5 gp. Crafting that costs xp has a gp investment of 50% base cost and 1/25 the base cost in xp. Converted to gp that's 50% + 4% x 5 = 70%. To gain xp, raise the cost by another 20%. The result is a much narrower profit margin, but also a safe source of xp for the item creator.
Optional rule (reduced downtime): multiple items can be made per day (max 1000 gp per day), or else one item can be crafted at a rate of 5000 gp/day. (The party’s casters can craft needed magic items without taking forever.)
One of the main reasons PC's don't craft is that it takes too long. Also, there are better uses for the feat slots. The time requirements can be adjusted here; providing other uses for the item creation feats will be left for later.
Now we need a way to make mundane characters shine in combat. Maybe it is difficult to cast spells in stressful circumstances, and there is magical backlash if powerful magic is released. And there should be a reason why magic items would be made primarily for mundane characters. Something like this might work:
Stressful casting: It is more difficult to gather and safely shape magical energy except under tranquil circumstances. If you have cast a spell, made an attack roll, taken damage or attempted a saving throw in the preceding minute, you suffer from increased casting time, and (unless you are resistant) magical strain. For the purpose of these rules, using a spell-like ability counts as casting a spell unless stated otherwise.
Increased casting time: A spell that would normally take a move-equivalent action now takes a standard action; if it would normally take a standard action it takes a full-round action instead. If a spell would normally take an immediate, swift or full-round action, you may use it normally, but you must spend either a move-equivalent action or a standard action on your next turn (your choice). Unless you have a source of extra actions, spending an action in this way prevents you from using a full-round action in the same turn.
Magical strain: Using magic in stressful circumstances often causes a strain on spellcasters. Casting a spell in stressful circumstances causes strain equal to the spell level, unless the hit dice of the caster is at least three times the level of the spell cast. Each point of strain adds a -1 penalty to the caster’s saving throws and concentration skill checks and -1 hp per hit die (to a minimum of 1 hp per hit die). Strain from multiple spells do not stack. This penalty from magical strain remains until the spellcaster has rested for at least 8 hours.
I don't like skill based checks to see if spells go off correctly or whatever. They are either trivial (if the DC is set too low, or if you've optimized the check) or too difficult (otherwise).
Anyway. I want mundane characters to shine in combat, so I make it hard for spellcasters to operate when the stakes are high. Out of combat they can still do all sorts of stuff; in combat they are restricted to about the spell progression of a bard unless they jump through various hoops. The penalties don't really hurt until higher levels; that's when spellcasters really diverge from mundane characters
Resisting magical strain: The easiest way to avoid magical strain is not to cast spells under stressful circumstances. Certain classes may have an inherent resistance to the magical strain of their own spells. Feats, including item creation feats, help increase resistance to magical strain. Finally a spellcaster may multiclass to increase character level without increasing spellcasting ability.
Class bonuses: Certain classes are better able to handle the strain involved in their spellcasting. This is at the DM’s option, and is primarily intended to compensate low tier classes that have 9th level spells. A good rule of thumb is to subtract two from the tier and then double: then Beguiler or True Necromancer gets +2 strain resistance, and a warmage gets +4. Casters without 9th level spells can benefit too: a bard, for example, would get +2.
Feats: A character may take a feat (‘strain resistance’) to increase their effective hit dice by +2 for the purpose of resisting magical strain. The strain resistance feat can be taken as a wizard’s bonus feat.
Item creation feats: The ability to bind magical energies into stable forms helps a spellcaster resist strain; however the spellcaster must have a clean aura to benefit. Add the number of magic item creation feats possessed by the character and subtract the number of magic items occupying item slots, to a minimum of +0. The result is an item bonus to the character’s effective hit dice for the purpose of resisting magical strain.
For example, a 13th level wizard with five item creation feats wearing magical bracers (arms slot), gloves (hands) and a magic ring (finger) can cast 5th level spells without incurring magical strain (as if 15 HD). If all items are removed he can cast 6th level spells (as if 18 HD). However if he casts a 7th level spell in stressful circumstances he receives a penalty of -7 to all hit dice (up to 91 hp lost, to a minimum of 13 hp) and a -7 to all saves and concentration checks. This is because he needs the equivalent of 21 hit dice to avoid the magic strain of a 7th level spell, but the best he can manage is 18. The penalty from magical strain lasts until he has a good night’s rest.
Here I give an incentive for spellcasters, especially wizards, to take item creation feats. Due to lack of bonus feats, other classes can't take so many item creation feats. But they generally have compensating benefits. Sorcerers, for instance, are flexible, and can use higher level spell slots to cast lower level spells without strain. Clerics can use persistomancy to dominate in melee. Come to think of it, so can buffed arcane types using polymorph or shapechange. Druids... well, druids rock even without their higher level spells. As nasty as high magical strain is, casters still dominate. But they dominate less.
Rule effect summary: Casters are not affected by magical strain if they avoid stressful situations. The NPC clerics at the local temple of Pelor can thus cure the PC’s of their ailments as usual. Adventuring spellcasters have a disadvantage when casting spells in combat, due to increased casting time. They are also subject to magical strain unless they either:
avoid using high level spells (no higher than 1/3 their hit dice)
multiclass (to gain hit dice without higher level spells)
pay a substantial feat tax (and limit their use of magic items).
High level casters who incur magical strain suffer significant and hard to remove penalties to hit points, saves and Concentration checks. They will avoid using their most powerful magic in combat.
So there you have it. It is a ‘low magic’ world in that mundane characters have a better chance to shine. Yes, there are plenty of spellcasters, but they play more of a supporting role. Lots of magic items, too, but no ‘magic marts’.
edit log:
Put commentary and examples in spoilers, changed triggers for stressful casting to omit rolling for initiative; put in casting a spell and rolling an attack instead. Minor edits and wording tweaks here and there.