I’m developing a campaign set in Classical Antiquity where magic is something terribly rare and dreadful.
It strikes me, though, that common magic confers a certain game balance that needs to be offset in its absence. My thoughts are to issue a few house adjustments such as
* glossing limbs as incapacitated or broken rather than ruling them severed or torn off
* boosting the efficacy and availability of first aid (“take unto thyself this healing herb”)
* allowing an additional CA for combat styles over 90% that use that style (mastery)
* generosity with Hero Points
* benevolent cults
and other tweaks to ensure players don’t quickly end up like the black knight in MP’s Holy Grail. Not invincible, mind you, just capable of durable adventuring in a more ordinary world.
Have others had experience running low magic campaigns? Are adjustments advisable/necessary? Are there other tweaks that can help offset the absence of divine intervention?
I want to end up with a game that is essential RQ with comparable chances of survival.
It strikes me, though, that common magic confers a certain game balance that needs to be offset in its absence. My thoughts are to issue a few house adjustments such as
* glossing limbs as incapacitated or broken rather than ruling them severed or torn off
* boosting the efficacy and availability of first aid (“take unto thyself this healing herb”)
* allowing an additional CA for combat styles over 90% that use that style (mastery)
* generosity with Hero Points
* benevolent cults
and other tweaks to ensure players don’t quickly end up like the black knight in MP’s Holy Grail. Not invincible, mind you, just capable of durable adventuring in a more ordinary world.
Have others had experience running low magic campaigns? Are adjustments advisable/necessary? Are there other tweaks that can help offset the absence of divine intervention?
I want to end up with a game that is essential RQ with comparable chances of survival.