Showing posts with label Low Magic. Show all posts
Showing posts with label Low Magic. Show all posts

Sunday, September 5, 2010

Pathfinder Low Magic Rules Up:

They are now in handy PDF form in the free fan content in the right hand column.

Hope y'all enjoy them.

Thursday, March 25, 2010

Sherlock Holmes and Watson for D20

I did this over at Big Purple but for those of you who don't want to be bothered, the Great Detective and his Associate.

These versions mix my readings of Doyle, some of the new movie and a taste of classic all put through a D&D meat grinder. Just as we see in the Glen Cook's excellent Garrett P.I. series many of the classic detective tropes can be used nicely with D20, especially low magic campaigns

I am especially proud of my write up of Holmes. I think I captured the Detective pretty well and with with minimal rules bending,. The low magic Watson was a bit trickier. I am certainly open to a different interpretation if anyone has one.

This uses pathfinder with the above low magic rules however as these guys are N.P.C.s I did not include a background for them.


Holmes

L10 Half Elf Rogue

S 16
I 18
W 14
D 16
C 16
CH 14

Feats
1 Educated (All Knowledge Skills are class skills)
3 Improved Unarmed Strike
5 Improved Grapple
7 Improved Feint
9 Urban Tracking
Skill Focus (Perception)

Class Abilities
Sneak Attack (5d6)
Rogue Ability (Custom, +3 Bardic Lore) x5 Lore Roll +19!
Trap Sense +3
Uncanny Dodge
Evasion
Improved Uncanny Dodge
Advanced Talent (Skill Mastery) Perception + 6 others

Skill Points
standard

HP 83
AC 21
Action Points 10

Gear
MW Studded Leather Armor (under coat)
Deerstalker Hat
Pipe
Pipe Weed in Pouch
Stout Cudgel (light mace)
Dagger
Investigators Kit
Hand Crossbow
Bolts (of various materials, some may be magic )
Lens of Detection
Ring of Magic Detection (automatically tightens if magic sensed)
Occasional dusts, potions oils or the like


Watson

Do to the peculiarities of the D20 system I had to boost his level a bit to make him a "better shot" then Holmes as the novels suggest

L10 Human Expert 4 Fighter 6

S 12
I 14
Wis 14
Dex 14
Con 12
Cha 12

Feats
H Alertness
1 PB Shot
3 Skill Focus Healing
5 Rapid Load
7 Hand Crossbow
9 Investigator
F1 Weapon Focus
F2 Precise Shot
F4 Weapon Specialist
F6 Repeating Crossbow (Heavy)

Special Abilities
Armor Training
Weapon Training (Crossbows)
Bravery +3 vs fear

Skill Points
Standard

HP 69
AC 19
Action Points 10

Gear
Leather Armor
Healers Kit with potions cure light, cure moderate, remove disease, neutralize poison
Investigators Kit
Hand Crossbow
18 Bolts 12 are +1 (6 holy cold iron 6 holy silver) 6 standard
Dagger
Short Sword or Cudgel

Low Magic Made Easy

One of the things I've noticed looking at many products is how hard it is for people to come up with a good set of guidelines for low magic D&D.

Usually they just drop some magic items and call it good and while this is not bad, its not quite sufficient. It leaves AC far too low and as such characters are still dependent on magic items.

If you want to go "low magic" the most important thing to understand is the "rule of cancellation"

Everybody in standard D&D gets certain items as matter of course. These are colloquially called the "big six" and they are

Item of Resistance (usually a cloak)
Primary State Booster (belt, headband, gloves, etc)
Primary Defense (armor or bracers)
Booster Book (this gives an innate stat bonus)
Ring of Protection
Amulet of Natural Armor

In addition each class will probably get specific items
Warrior and Cleric Types -- magic weapons, shield
Mages -- wand or staff
Rogues -- Magic Weapon

This makes up about 80% of the standard load out of a PC.

The thing is basically they all cancel out. The bonuses to hit and spell DC from items and innate bonuses are canceled by defense bonuses .

This means you can drop the items as you wish with only two caveats

#1 Monsters. Monsters get quite a bit tougher, saves are roughly 20-30% harder (depending on bonuses) I advice simply adding 1 CR per 4 of anything with nasty magic or other save related attacks. Hopefully you won't be fighting near as many anyway.

#2 AC. Armor Class and to hit are never entirely at parity in D&D but just because you dropped the stat boosters doesn't mean the AC is quite right. What I do is add a bonus of 1/2 level round up to AC-- with half that used against flat footed, touch or other attacks, also rounded up. This puts BAB and AC back on track.

#3 1 for 1. Each magic weapons needs to either be thought of as a bonus (in which case the user is disproportionately more effective) or met with an equal defense bonus (a +3 sword met with say +3 armor)

#4 Backgrounds. I like the system in Green Ronin's work (Advanced Races/Human, Thieves World and Black Company) . Also excellent are 5th Element games Background Levels (in which case I'd give the background feast as a bonus) and Pathfinder Character Traits both generously shared in the Grand OGL Wiki.

#5 Extra Skill Points. Raise everyones skills by 2 (or you can use the Pathfinder rules, your choice really)

#6 Extra Feats in OGL. I use the Pathfinder Progression (1,3,5 etc) even in non Pathfinder games.

#7 Action Points. In action point dice may be used to add directly to AC.

#8 Better Stats. 25-20 point buy Pathfinder style

#9 Better Stat rolls. This isn't really just a low magic rule more of a general house rule.

One thing that always bugged me about the rules as written is the fact that a hulking brute of a fighter is only (minus his magic) maybe 20% better at battering down a door than a Wizard (STR18 vs STR10) this makes no sense to me -- Instead I'd suggest that a bonus equal to the amount over 10 be added to stat rolls. This way Big Fighter Guy (l8 fighter 20 Strength) vs Puny Mage is 50% better at the physical stuff. It also correlates nicely to the old school stat roll (stat against a D20)

And here you go, everything you need for balanced and fun low magic games in you version of D20.