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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.

Yakk
2013-07-16, 03:10 PM
An alternative twist.

Delayed Effects: If you cast a spell, it goes off the turn after you finish casting. During this time you must make concentration checks if damaged to prevent your spell from failing.

If you cast two spells in one round, they both go off at the start of your next turn. If you cast a spell after the end of your turn, it goes off at the start of not the next turn, but the turn after that.

Ready Spell/b]: Some spells have the Ready feature, and are not delayed.

Feat [b]Metamagic: Ready: +4 levels.

Crafting magic items: Magic items cost their full "book" value to craft, and generate 1/25th their level in XP.

Fast Crafting: You can craft magic items faster if you have access to particular magical materials and forgo the XP gain. You can craft a single magical item in a number of days equal to its price divided by 1000, divided by your caster level.

You can also craft multiple magical items in a day whose value does not exceed 100 gp times your caster level.

Magical Strain: When a spell goes off, make a caster level check against a DC equal to 10 plus twice the spells' level. If you fail, you either delay the effect going off by another round, or suffer magical strain.

Magical strain deals 2 points of damage per spell level, and makes you suffer a -1 penalty to saving throws and concentration checks until you take an 8 hour rest. Strain from multiple spells stacks.

(Alternative: roll 1d20 + hit dice against 10 plus 3 times spell level. If you fail, you can try again with a cumulative +5 bonus next round.)

...

The goal here is to emulate the strain mechanics without having "roll initiative". Instead, spells go off slowly, and you suffer strain if you try to push it. Out of combat you can take many turns for the spell to go off, but it is rare in combat that you can afford to wait multiple rounds.

And by delaying spells going off until next turn, we seriously slow down the alpha-strike abilities of a spellcaster. We can even allow many direct damage spells to have the Ready keyword.

Cheiromancer
2013-07-16, 07:41 PM
Thank you, Yakk, for your comments.

My thought was that spells like feather fall should not have an extended casting time or delayed effect. If you need a feather fall you need it right away! The same holds true for most immediate or swift action spells. I suppose they could have the ready keyword automatically, but if the idea is that it is hard to cast spells quickly, why should an exception be made for the quickest of them all? I still think that sacrificing an action from the following round is a good mechanic- kind of like how the celerity spells work.

If the idea of rolling initiative is too meta game, perhaps make casting a spell itself a trigger for stress. It wouldn't unduly inconvenience spellcasters out of combat - there is normally no problem with waiting a minute before casting another spell. But were you to cast spells in rapid succession you would have to deal with increased casting time and the risk of incurring magical strain. This spreads out spells a lot, even more than the idea of waiting another round for a spell to take effect, as you suggest.

I think that the constraint imposed by strain should be quite severe.The idea is to force a wizard to choose between unpalatable alternatives. Either have the upper level spells unavailable in combat (except in a truly dire emergency), or else pay a hefty feat tax and go around starved of magic items. It is not a hard ban of tier 1 and 2 classes, but it makes adventuring difficult. Luckily for mundane classes, there will be no shortage of NPC spellcasting or item crafting; just a shortage of classes that will steal the limelight.

Thomar_of_Uointer
2013-07-16, 07:49 PM
One I saw a GM use was forcing characters to use the spell research rules to acquire all spells above 4th level. (You could go track down an elder dragon and bribe him to teach you some magic, which cost exactly the same amount and had the added risk of a Diplomacy check.) As soon as a wizard hits level 9 he stops getting free spells (forcing him to spend time and money on that instead of things like fancy metamagic rods), and even divine and spontaneous casters could not prepare high-level spells without spending time and money on research. This GM kept our wealth-by-level otherwise the same, which meant that the warriors kept getting nice stuff while all of the casters could only get nice stuff if they chose to severely limit access to useful spells.