New OOTS products from CafePress
New OOTS t-shirts, ornaments, mugs, bags, and more
Results 1 to 5 of 5
  1. - Top - End - #1
    Bugbear in the Playground
     
    Hal's Avatar

    Join Date
    Feb 2008
    Location
    Baltimore
    Gender
    Male

    Default [4e] "Low-magic" setting

    I'll be starting a new 4e game relatively soon, and during the planning session our DM has told us that it's a low-magic setting. That is, magic items will be rarely seen, and when present will be much more game changing. He didn't say that we would never see them, but I can't really anticipate when, or if, we'll carry anything other than mundane equipment. Alchemy (and potions by extension) are used with increasing frequency. The DM didn't comment on any other consumable items.

    To compensate for our lack of magic items, the DM is giving us the same bonuses that a +1 magic weapon/armor/neck piece would grant at the levels they would become available.

    I'll be playing a dragonborn rogue starting at lvl 4. Any advice for making the most of it? I'm not familiar enough with the alchemical materials to know what's worth getting and what isn't. Should I petition the DM for an additional power, since we won't have the powers that the equipment would provide?
    Halbert's Cubicle - Wherein I write about gaming and . . . you know . . . stuff.

  2. - Top - End - #2
    Titan in the Playground
     
    Kurald Galain's Avatar

    Join Date
    Jun 2007

    Default Re: [4e] "Low-magic" setting

    Quote Originally Posted by Hal View Post
    I'll be playing a dragonborn rogue starting at lvl 4. Any advice for making the most of it?
    Standard rogue advice applies. There aren't all that many magical items that would be crucial to a low-level rogue, so the low magic setting wouldn't hurt.

    On the other hand, you can stock up on mundane gear, of which rogues get a bunch. There's stealth-boosting camo clothes, thievery-boosting glass cutters, and so forth.

    I'm not familiar enough with the alchemical materials to know what's worth getting and what isn't.
    The short answer is that none of it is worth getting. With the exception of healing and clarity potions, pretty much every consumable is so low-powered compared to class powers, and so expensive, that it's really a big money sink. Don't bother.

    Should I petition the DM for an additional power, since we won't have the powers that the equipment would provide?
    "Should" on what grounds? In terms of balance it doesn't matter much at low level (although by the time you reach level 8 or 9 you could have up to half a dozen utility items). In terms of versatility, I suppose it would not be unresonable to get an additional utility power from your class list at level 4 and 8.
    Guide to the Magus, the Pathfinder Gish class.

    "I would really like to see a game made by Obryn, Kurald Galain, and Knaight from these forums. I'm not joking one bit. I would buy the hell out of that." -- ChubbyRain
    Crystal Shard Studios - Freeware games designed by Kurald and others!

  3. - Top - End - #3
    Dwarf in the Playground
     
    MonkGuy

    Join Date
    Dec 2008

    Default Re: [4e] "Low-magic" setting

    Quote Originally Posted by Hal View Post
    Should I petition the DM for an additional power, since we won't have the powers that the equipment would provide?
    No, at least not until you've played the game for a couple of levels. Trust your GM, he may already have you covered.

    If it turns out he doesn't, AND you're falling behind in terms of utility powers... then gently point it out, yes. He may have overlooked it. But it sounds like he's been considering the ramifications of a low-magic game, so give him a chance to show you what he has in mind.
    A Butterfly Dreaming - 4e monks and other roleplaying stuff

  4. - Top - End - #4
    Troll in the Playground
     
    Gralamin's Avatar

    Join Date
    Feb 2005

    Default Re: [4e] "Low-magic" setting

    Quote Originally Posted by Hal View Post
    To compensate for our lack of magic items, the DM is giving us the same bonuses that a +1 magic weapon/armor/neck piece would grant at the levels they would become available.
    This alone will be sufficient enough.

  5. - Top - End - #5
    Ettin in the Playground
     
    Yakk's Avatar

    Join Date
    Nov 2006

    Default Re: [4e] "Low-magic" setting

    Meh, it is close.

    Handing out some extra toys to make up for the lack of daily magic item powers isn't that hard, and won't be all that missed if the DM doesn't do it.

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •