PDA

View Full Version : non-magical prizes



Kurt Bach
01-30-1999, 07:38 PM
what are some things i can use to give character regents as prizes/rewards in
adventures that are non-magical, since BR is very low magic?

__________________________________________________ __________________
Get free e-mail and a permanent address at http://www.netaddress.com/?N=1

Olesens
01-30-1999, 08:21 PM
Kurt Bach wrote:

> what are some things i can use to give character regents as prizes/rewards in
> adventures that are non-magical, since BR is very low magic?

A reference book? But seriouly, how about a book that would allow you to give
out lots of info to your players on a certian topic. "Sorcery of the Great Bay"
detailing all the rumors of magical items in the Great Bay? How about
"Hairfoot's Guide to the Shadow World" or "The Gheallie Sidhe Handbook" or "The
Ruins of Anuire: Treaure and Traps." These books can be sources for near
infitite adventures. When I gave my players "Artifcats of Cerilia," they loved
it (aside from the fact that the page about a magical Tome that summons a
Tarasque was bookmarked by the Artifacts of Cerilia's former owner: The gorgon).

- -Andrew

David Sean Brown
01-30-1999, 09:40 PM
I was just thinking about all this talk of low magic games. Mine personaly
is a mid ranged magic game, but my question is this...in games where magic
is a rare thing, and a +1 sword is a thing to be treasured, how do you go
about challenging higher level characters, when the majority of bigger
beasties are only hit by magic weapons with significant plusses (+2,
+3)..even in my campaign, there are only 3 +2 weapons and 1 +3 weapon
amongst 5 PCs and 1 NPC...all levels 7 (multiclass) to 11...they do a lot
of running from things they jus can't hurt :) Any comments?

Sean

dominicreynolds@dial.pip
01-30-1999, 09:51 PM
At 17:40 30/01/99 -0400, you wrote:
>I was just thinking about all this talk of low magic games. Mine personaly
>is a mid ranged magic game, but my question is this...in games where magic
>is a rare thing, and a +1 sword is a thing to be treasured, how do you go
>about challenging higher level characters, when the majority of bigger
>beasties are only hit by magic weapons with significant plusses (+2,
>+3)..even in my campaign, there are only 3 +2 weapons and 1 +3 weapon
>amongst 5 PCs and 1 NPC...all levels 7 (multiclass) to 11...they do a lot
>of running from things they jus can't hurt :) Any comments?
>
>Sean


Though it is not quite an enchant an item spell, I have seen the Bless spell
used to add an extra +1 bonus to a weapon.

Dom
- ---

mailto:dominicreynolds@dial.pipex.com or mailto:dominicr@bigfoot.com

Kenneth Gauck
01-31-1999, 03:50 AM
On 30 Jan, David Sean Brown wrote:
>
>in games where magic is a rare thing, and a +1 sword is a thing to be
>treasured, how do you go about challenging higher level characters,
>when the majority of bigger beasties are only hit by magic weapons
>with significant plusses (+2, +3)..even in my campaign, ... they do a lot
>of running from things they jus can't hurt :) Any comments?

I don't use those kinds of monsters.

For my players the focus is on building their realms, not building their
careers as adventurers. For the most part, the monsters top off 4 HD, and
most things beyond that are fantastic enounters, even in a fantasy game.
Players level advancement shows definite signs of slowing in the 5th or 6th
level depending on class, and the players don't seem to mind, because they
are too wrapped up in the campaign to worry about whether or not they could
fight monsters they are not encountering. Non-regent characters who remain
attentive to adventuring see 8th level, or 9th, as the practical top floor.
Hence, my note on magical loot mentioned the creation of magic by lower
level characters. None of players have ever seen 10th level.

Kenneth Gauck
c558382@earthlink.net

Kenneth Gauck
01-31-1999, 04:39 AM
Andrew suggested providing books as treasure. I whole heartily agree.
Players have initiated whole adventures to obtain books or arcane lore.

One player's library included:
Konstanz Mörder's Guide to the Knife
Havard Stangbore's On Herbs and their Properties
Haswan's Treatise on Herbalism
Fioravant's Handbook of Purgation
Johann Battista's Natural Magic
Jerrik Broden's Gemstones and their Properties
Pieter Bairon's Medical Secrets
Nafud Al Khali's Medical Secrets of the Maestians
Danita Kusor's Secrets of Anatomy (from before she became famous)
Sadira jem Naffri's Reverence of Avani
Arlen Bram's History of the Cloisters of Ruornil
William Eamon's Collection of Famous Anurian Orations
Philip Wedbridge's Guide to Court Etiquette
Johann Fassbender's Courtly Protocal in Brechtür
Armand Valence's History of the Eastern Marches

You can probably guess the class, kit, profession, and primary avocation of
this character by now.

Kenneth Gauck
c558382@earthlink.net

Jeff Dunnett
02-12-1999, 01:27 PM
I think also the type of magic level you have in a birthright game
depends on the group. If the group you have likes to play a lot of
theives and fighters then maybe it should be a low magic world. If
you have a group where the players like to play mages and clerics then
maybe it should be a middle magic world. In my group for instance. A
three or four of the players myself included like magic using
characters. So our Birthright campaign tends to be medium magic. The
adventuring party in this group consists of Two Blooded Mages, a
paladin, two priests (Rumoril, Erik), a ranger and a warrior. We also
sometimes have a psionicist.






- ---Kenneth Gauck wrote:
>
> On 30 Jan, David Sean Brown wrote:
> >
> >in games where magic is a rare thing, and a +1 sword is a thing to be
> >treasured, how do you go about challenging higher level characters,
> >when the majority of bigger beasties are only hit by magic weapons
> >with significant plusses (+2, +3)..even in my campaign, ... they do
a lot
> >of running from things they jus can't hurt :) Any comments?
>
> I don't use those kinds of monsters.
>
> For my players the focus is on building their realms, not building
their
> careers as adventurers. For the most part, the monsters top off 4
HD, and
> most things beyond that are fantastic enounters, even in a fantasy
game.
> Players level advancement shows definite signs of slowing in the 5th
or 6th
> level depending on class, and the players don't seem to mind,
because they
> are too wrapped up in the campaign to worry about whether or not
they could
> fight monsters they are not encountering. Non-regent characters who
remain
> attentive to adventuring see 8th level, or 9th, as the practical top
floor.
> Hence, my note on magical loot mentioned the creation of magic by
lower
> level characters. None of players have ever seen 10th level.
>
> Kenneth Gauck
> c558382@earthlink.net
>
>
>
>> To unsubscribe from this list send mail to majordomo@mpgn.com with
the line
> 'unsubscribe birthright' as the body of the message.
>

__________________________________________________ _______
DO YOU YAHOO!?
Get your free @yahoo.com address at http://mail.yahoo.com