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Skyfire
2015-09-03, 10:12 PM
Hello people, I've lurked a bit before but I'm a first time poster and a first time DM. I'm in a group that was brought together by mutual interest of a low fantasy game called Trials of Ascension that was on Kickstarter. Since the DM of the campaign we were in has left due to personal problems, I decided that I'd give it a go. Now I'm not all that experienced in DnD past the knowledge I've gleaned myself and I've heard the others talk about over the past half a year or so with some street-level Shadowrun on the side. This is why me trying to do this is a bit interesting, because the world of ToA is low magic and Pathfinder isn't entirely built for that. Another system would probably be better but I've come to love Pathfinder so I'm trying to make it work. I'm just going to type what I've been coming up with here and ask for any assistance that the generous souls of this forum have to offer. Tips, advice, houserules, just telling me that something is a good/bad idea and why, I'll take it all.

Feel like I should say a couple things about the setting first. As previously mentioned it's a low magic world, though with a few very powerful magicians. There isn't much in the way of miracles except for very special occasions, so most divine magic is out. Recently, following a series of earthquakes, a species of giant armored spiders called the Raknar have discovered the surface and they really like to eat the sentient beings they've found there as it increases their own power. They're about 7' tall and while they aren't especially bright and do not communicate, they are deadly, they can climb, they have DR/Fire, their claws have reach and their bite is poison, they're scary and some of them have begun building hives. I'm not going to be pitting the players against groups of them at first, that's something for them to work up to, but it's a big problem and a few cities/castles have already fallen. The campaign is going to end with a narrow victory, those hives and mega-hives being destroyed, but the players should ultimately play a big role in stopping that narrow victory from being a total defeat. This is assuming that all goes as planned, but... whatever. There's probably going to be a bunch of socio-political stuff going on with everyone suddenly having to get their armies mobilized to fight for their lives, diplomatic relations between nations and species, back-stabbing, the works, so they could end up fighting their fellow man as much as anything else, what the players do will decide how much of that they see and how much is behind the scenes.

So, about trying to balance Pathfinder to work without much magic. I've heard a lot about how without much magic and enchantments, attack will outpace defense, saving rolls will suck, CR and Gold Tables are right out and healing is problematic. In an attempt to mitigate this I'm using Esix rules, detailed here http://esix.pbworks.com/f/E6v041.pdf. Honestly, I was concerned that the players would over-level the story/world I had in mind before it ran its course so this is just as well. That should resolve most of the issues but not all of them. Only being at level 6 their BaB won't be too outrageous, so whatever defense they have should be fine. To make Healing useful without spells and potions I'm planning to use Healing Unchained, spoken of on the bottom of this thing http://www.d20pfsrd.com/skills/heal which should help assuming that one of them invests in it, if that fails there are hospitals. That seems like it should be enough to me but if I'm wrong please tell me. The only thing I didn't have much of an answer for was lower saving rolls without fugging Cloaks of Resistance for everyone, but I guess I'll just try not to throw a ridiculous number of debilitating effects at the players so long as they do the same.

As far as CR and Gold tables, I think I'll be able to judge what the players are capable of and keep things interesting without accidentally slaughtering them. Gold tables are a bit trickier, but... well, I'll just give them less money and try to give them things other than +5 enchantments to spend it on and if they still end up with too much then that's fine, it's just my first run at this.

Though there aren't much in the way of enchantments aside from some rare magical artifacts around, equipment can still have a small modifier. Masterwork weapons will have +1 to attack, and weapons made by a Legendary smith will have +2 to attack and +1 to damage. Similarly, Masterwork armor will give +1 to AC, and Legendary will have +2 to AC and +1 to DR. These will either be pretty expensive or rarely found.

I'm planning on using some variant of the "Armor as DR" rules. Armor will give half of their AC as DR, rounded down. I'm not sure if this will be in addition to the AC or substituting it, that is to say if something would normally give 5 AC I'm still deciding if that should mean 5 AC and 2 DR, or 3 AC and 2 DR. With no healing that will be usable during battle besides First Aid, I feel like giving the players some DR will help keep them in the fight and giving them some AC will stop them from being demolished if they run into some heavy hitters, but I'm a little unsure on how far to take it.

Something else I want to do is change Intimidation up a bit, since I feel like having more tools isn't a bad thing. I want to let it stack, each stack gives a -2 to d20 rolls, and when it reaches 5 stacks the target panics and runs away for a turn. Since magic is intended to be more difficult (detailed below) I don't think there's going to be too many other ways to make Fear happen. Someone would have to really go out of their way to do that even with feats that let you intimidate when you do non-lethal damage and suchlike so it doesn't seem OP to me, but thoughts? Maybe?

The main issue I'm having is balancing magic. I know some of the badass builds people can make by level 3 because I've seen some of the characters the other players have made. That was using Gestalt rules but it would only take until level 4 or 5 otherwise. In the world of ToA there is magic, but it's not something that anybody can pick up and start slinging around, and spells are supposed to fail and possibly do interesting things when they do. Magic as a whole is ridiculously useful in so many ways and being able to just do it whenever doesn't really fit the setting. I was considering bumping the level of every spell up by 1 (previously I was going to relevel every spell list and move the good ones of each level a bit higher, but that's probably not happening) so they'd all have fewer casts than normal, and also making concentration checks necessary to cast as if they were in combat but maybe with -5 to whatever the DC is if they have ample time to prepare properly. Something I really want to do either way is if a spell fails I'll be taking something from this magic effect generator http://mochakimono.chipx86.com/agen2.html and then rolling 1d3 to decide how many parts of the effect the player has to take (their choice of which), an idea one of the veteran players had which I took to immediately. To make up for this increase in difficulty I'll allow Gestalt rules for the players, so that people who want to play casters can either specialise or branch out and still be useful either way. I don't want to hamper magic too much, I still want it to be a useful tool and I don't want to ban all of the interesting classes Pathfinder has, but I don't want it to stomp over everything either since most other people they meet probably won't have it.

I want to clarify a couple things about the lack of divine magic: big miraculous events can and have happened in the world, there are priests and churches, but every devout follower of a religion doesn't have the ability to heal the sick and smash undead to pieces. These things are only granted to extraordinary individuals in extraordinary circumstances. Really powerful magicians exist in the world as well, but the works they do are used more as tools to move the story along, i.e. one of them historically sets off a Megaspell that levels a Raknar hive.

I might be rambling, so I'm going to cut myself short before I sit here all night doing this, been sitting here doing this for hours because I keep thinking of more stuff to add and as usual this got way longer than I intended. Does anyone have some genius ideas? Has anybody else worked something out that makes all of this simpler? All of the things I've read on the subject are from a few years ago and by them I've gotten closer to what I'm going for, but I would not mind any advice that anyone has for me in the slightest. Even if there's another system I don't know about that still has a detailed combat system, I've looked into a few like Fate and Savage World but while really cool they weren't really my jam.

If all else fails I'll just consider what I've come up with, keep or discard ideas as necessary and ask the players to go easy on the spells.

To sum up-
Dos: Low Fantasy setting, Esix, Healing Unchained, possibly gestalt, possibly restricted magic, some armor as DR

Don'ts: No divine magic, No powerful regular magic

Help?

FocusWolf413
2015-09-03, 10:35 PM
If you want magic to be weak, you meed to make mundane stuff stronger. Make alchemical items and poisons cheaper and more powerful. People will always find ways to advance, and if it's not through magic, it'll be through alchemy and science.

Mendicant
2015-09-04, 09:28 AM
One thing I've found helpful when running lower-magic games is giving out inherent bonuses by level. Something like this. (http://www.d20pfsrd.com/gamemastering/other-rules/automatic-bonus-progression)

This isn't going to solve all the problems of a low- to no-magic world; there are necessary capabilities, like flight, that don't take the form of flat bonuses. Using e6 is a helpful way to keep that issue under control, but you still need to be very careful with encounter building.

Sun Elemental
2015-09-05, 12:50 AM
Welcome! I'm in a similar situation, I'm about to start an E8 Pathfinder game.
First, this isn't necessary but can you elaborate on Trials of Ascension? Is it d20 based, are the attack rolls and saves the same, is there Magic Missile and stuff? If it's with Pathfinder, is it just a campaign setting? Just curious.

1) Does divine magic need to be out? If a player wants to have a divine character, you're being a little unfair unless there is good (i.e, interesting) reason in-game.
Just because this isn't Forgotten Realms where the Gods strut around all the time, doesn't mean they aren't there. Eberron has deities that are practically never seen by their worshippers, but still has Clerics. Also, there are 'self-guided' clerics with no patron god, just a philosophy or something.
Also, if the players never run into one of the few existing clerics, the only non-divine use of Cure Wounds is now in the hands of Bards. Intentional?

2) Nitpick. DR/fire isn't technically a thing in Pathfinder. They could have high DR to all physical damage and resistance to elements EXCEPT fire.... or Regeneration overcome by fire? Vulnerability to fire? Do they have the cold subtype? Sorry :smalltongue:

3) About low magic characters missing out of numerical bonuses. Mendicant's link is pretty cool, remember that it assumes everyone doesn't have +1 weapons/armor, +1 Armor rings, +2 Ability belts, etc.
Fun fact: Belts and Headbands of +2 Ability are CL8, so they don't even exist in E6. :smallfrown:

If you're worried about a specific creature's attacks killing a PC with a bad save, remember that in E6 it's very thematic for PCs to bring along a few expendable bodyguards/militia/soldiers. This is easily justified if the group is helping to kill monsters that are threatening the entire world.

4) One of my players wants to craft better armor and bows, but without going all the way with the Craft Magical Gear feat. I'm totally taking your idea for Masterwork and Legendary gear. :smallbiggrin:

5) The armor as DR comes from 3.5 Unearthed Arcana, although it probably has other sources. By the book, 5 AC = 3 AC + 2 DR. If you want to change it, go ahead, but it will give a 1-4 armor boost to your fighters. (Which I would be fine with, mundane fighters need love).

6) Intimidate. Check out PF's Dazzling Display / Shatter Defences feats, they make Intimidating a little better. By the rules, stacking Shaken effects doesn't make a Frighten effect, and only 3 independent Shaken stacks are needed for Panicking. But since it takes up your Standard Action, your way doesn't seem overpowered. I would only be worried if the highest Charisma caster tries to do it all the time.

7) Magic. +1 all spell levels is pretty harsh. With E6, it means no Haste, Fly, Hold Person, Blink, etc. I know that magic can be better than mundane stuff, but that sounds balanced out by the rule of spells sometimes failing. If they need Concentration to cast without even being damaged, then that's also a good balancer. About the effect generator... would your players be ok with permanently transforming into something else on a bad roll?

Skyfire
2015-09-06, 01:56 PM
Oh man replies. Thank you, people!

@Focuswolf, Alchemy is allowed and I'll be adjusting the price of things like Fire Arrows at least.

@Mendicant I've been considering giving them small bonuses to AC as they level, but for someone else to have worked out how to do that across the board to compensate for the lack of magic items is very useful! That looks balanced and I may make use of it :)

@Sun Elemental, thank you for the lengthy reply. Here we go-

1) It's literally just a setting thing, miracles only happen in grand sweeping gestures but I don't think I'm going to forbid religious classes after all. Someone was considering playing a Paladin, and I'd allow that so long as he understands that Lay on Hands is out the window. Most of those spells aren't outrageous so I'd just say he's a spellsword who happens to really like the church. I mean, their character can think their magic is divinely inspired, not my business

2) Raknar are supposed to have 2 weaknesses: fire and being entirely incapable of swimming. I wanted them to be somewhat tough to kill, but given their size having a big AC would be silly. I figured I'd just give them some DR and let Fire do damage to them irregardless, but honestly giving them that Vulnerability would make a lot more sense and be more effective overall. I didn't even know Vulnerabilities were a thing, so much better.

3) This is true, with all the stuff going on I was planning to have some "allied" NPCs at least around some of the time so I don't have to worry about it too much then, but at the same time I don't want to make it so tough that they could die the second they try to do some spec ops kinda thing on their own. Eh, I'll work it out.

4) This may interest you, since making a suit of plate armor takes an age and a half otherwise: https://data.archive.moe/board/tg/image/1388/83/1388832309858.pdf

5) I don't know about that 3.5 Unearthed thing, I just found it over here. http://www.d20srd.org/srd/variant/adventuring/armorAsDamageReduction.htm They have variants set up for pure DR and a little bit of both, I now realize having the full AC bonus on top of DR would be rather excessive.

6) The first character I made was a Cavalier with intimidating in mind so I know well of those, someone else in the group famously used Bludgeon, Enforcer, and a really big hammer to good effect. But shaken can stack to fear... wait, what? *reads up on this* Oh, so Shaken specifically from demoralize/intimidation only stacks duration but not intensity, while 2 stacks of it from -anything else- would go up to Fear... well, phooey. I don't know what you mean by saying that shaken can't stack to fear but it can stack three times for panic though, am I missing something?

At least the first part of Intimidation Unchained is kind of what I'm going for, "5 Ranks: If you exceed the DC to demoralize a target by at least 10, it is frightened for 1 round and shaken thereafter.* A Will save (DC = 10 + your number of ranks in Intimidate) negates the frightened condition, but the target is still shaken, even if it has the stalwart ability."

7) Since it's theoretically low magic I'd actually have no problem with everyone, myself included missing out on those spells unless they find an artifact that does that, but I'm also sure we'd all enjoy having a greater variety of tools... think I'll just reduce available level 2 of 3 casts by half, and they can take a pair of feats to unlock level 2 and then level 3. Only level 2 or 3 spells will cause a random effect when they fail, which might get rolled from this thing http://www.d20pfsrd.com/magic/variant-magic-rules/primal-magic. Casting out of combat will still have a concentration check but only a DC of say 5+spell level.

?) Incidentally, about healing. I completely forgot that only a certain amount of skill ranks can be taken based on your level, so Healing Unchained will only help so much. I may allow them to take feats to access the rest so long as they have at least 5 Heal points, but one of the players pointed me to a bunch of Third-Party feats that are pretty alright, such as these:

http://www.d20pfsrd.com/feats/3rd-party-feats/sean-k-reynolds-games/combat-feats---3rd-party---sean-k-reynolds-games/field-surgeon-combat
http://www.d20pfsrd.com/feats/3rd-party-feats/tripod-machine/general-feats---3rd-party---tripod-machine/minor-medical-miracle
http://www.d20pfsrd.com/feats/3rd-party-feats/kobold-press/general-feats---3rd-party---kobold-press/expert-healing
http://www.d20pfsrd.com/feats/3rd-party-feats/kobold-press/general-feats---3rd-party---kobold-press/quick-healing

Some of those will really eat up the healer's kit but it's something.

EldritchWeaver
2015-09-06, 02:13 PM
I suggest to replace the core magic with Spheres of Power (http://paizo.com/products/btpy96pr?Spheres-of-Power) (example link, is available in more stores). By itself it relegates casters into tier 2 at most and if you need to, you can more easily downscale things by e.g. not allowing full-caster classes or adding a cap for them to enforce multiclassing. If you still want to boost the martial classes then have a look at Path of War (http://paizo.com/products/btpy99n5?Path-of-War) (again example link). I've put some thought into this and in my campaign no core class has been left unchanged. A stepping stone (as I pared some options down for me) can be found here (http://www.giantitp.com/forums/showthread.php?427261-Replacing-Core-Classes).

nyjastul69
2015-09-06, 02:15 PM
I'm not very familiar with PF. Is DR/Fire a thing in PF? I can't find it in the PFSRD.

EldritchWeaver
2015-09-06, 02:52 PM
I'm not very familiar with PF. Is DR/Fire a thing in PF? I can't find it in the PFSRD.

Not DR/fire, but there is energy resistance (http://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Energy-Resistance) which can protect against fire.

nyjastul69
2015-09-06, 02:56 PM
Not DR/fire, but there is energy resistance (http://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Energy-Resistance) which can protect against fire.

Yeah, I found resistances in the PFSRD. But the OP mentions DR/Fire. I can't wrap my mind around that.

Skyfire
2015-09-06, 09:23 PM
I've been under the impression that when typing what penetrates something's DR you type it after the slash, at least from what I've seen in Pathfinder. I don't know much about the other systems, but as far as I know in PF a Werewolf would have DR/Silver because that's their weakness. Raknar are weak to fire so that's what I was going with so that fire would always hurt them, but then someone gave me the better idea of giving them a Vulnerability for it instead, which would make fire much more effective anyway.

Personally I don't find fire or electricity or whatever else hurting you through metal armor or tough skin or whatever the source of the DR is all that far-fetched, but whatever. I acknowledge that it's a lot simpler the way it is.

nyjastul69
2015-09-06, 09:42 PM
I've been under the impression that when typing what penetrates something's DR you type it after the slash, at least from what I've seen in Pathfinder. I don't know much about the other systems, but as far as I know in PF a Werewolf would have DR/Silver because that's their weakness. Raknar are weak to fire so that's what I was going with so that fire would always hurt them, but then someone gave me the better idea of giving them a Vulnerability for it instead, which would make fire much more effective anyway.

Personally I don't find fire or electricity or whatever else hurting you through metal armor or tough skin or whatever the source of the DR is all that far-fetched, but whatever. I acknowledge that it's a lot simpler the way it is.

The thing is that DR only applies to attacks by weapons and natural attacks. I didnt find anything in PFSRD that countermands that. A fire attack, whether mundane or magical always breaches DR. If it's a mundane source, such as a torch, or magical, such as fireball, it breaches any DR. Energy attacks and spells, spell like abilities and supernatural abilities all breach DR. DR/Fire makes no sense. Energy attacks are resisted by resistance, not DR.

Skyfire
2015-09-07, 01:49 AM
...Huh. In that case, everyone's confusion makes perfect sense. The guy in our party who had DR was always getting shot or stabbed so that never really came up. Thank you!

nyjastul69
2015-09-07, 02:42 PM
Due note that some spells replicate actual weapons to which DR may apply. The spell description will define whether this the case or not.

Edit: I'll do a quick and shallow search to see if I can find such a case.