Alternate Rules: Removing magic items from character progression

(Ever wanted to play a fantasy d20 game without the “Adventurer’s Outfit”? You know, the whole, if you don’t have a cloak of resistance, plus a +5 weapon and armor, you’ll always be behind the curve when it comes to fighting monsters. I don’t know about you, but I’m sure tired of it. The following is a series of house rules I developed to play any fantasy d20 game without needing to rely so much on those pesky items.)

(Note, these rules are on their 4th version.)

  • Magical Bonuses: Weapons, armor and any item that grants an enhancement, deflection or resistance bonus to a character is not creatable of buyable.
    • Exceptions:
      • Enhancement bonuses to movement speed.
      • Enhancement bonuses to skills.
    • Spell Restrictions: Spells that grant enhancement bonuses are not allowed.
      • Exceptions:
        • Expeditious Retreat
        • Haste
        • Identify
        • Ironwood
        • Jump
        • Longstrider
        • Magic Fang
        • Magic Stone
        • Magic Weapon
        • Righteous Might
      • Class Restrictions: The following classes have modified abilities:
        • Magus: The Magus can still spend Arcane Points to enchant his weapons, but he cannot grant it an enhancement bonus.
        • Paladin: A Paladin with a weapon for a Divine Bond can enchant his weapons with special qualities but cannot grant it an enhancement bonus.
          • Anti-Paladin: Same as Paladin.
        • Base Defense: Add you Base Attack Bonus to your Armor Class (AC). Does not apply to Touch AC, or Flat-Footed AC.
        • Magic Weapons and Armor: Weapons and armor can be enchanted with special qualities without having a +1 enhancement first.
          • The weapon and armor must be of masterwork quality first.
          • A weapon that has a special quality counts as magical for bypassing Damage Reduction.
            • The maximum number of abilities placed on a weapon or armor cannot exceed a +10 bonus.
            • The cost for buying magical ability on a weapon or armor depends on the bonus of the special ability.
            Special Ability Bonus Base Price (gp)
            +1 2,000
            +2 8,000
            +3 18,000
            +4 32,000
            +5 50,000

Save Progressions

Slow Progression:

  1. +1
  2. +1
  3. +2
  4. +2
  5. +3
  6. +3
  7. +4
  8. +4
  9. +5
  10. +5
  11. +6
  12. +6
  13. +7
  14. +7
  15. +8
  16. +8
  17. +9
  18. +9
  19. +10
  20. +10

Fast Progression:

  1. +2
  2. +3
  3. +3
  4. +4
  5. +5
  6. +6
  7. +6
  8. +7
  9. +8
  10. +9
  11. +9
  12. +10
  13. +11
  14. +12
  15. +12
  16. +13
  17. +14
  18. +15
  19. +15
  20. +16

Level Progression

  1. Feat
  2. +1 to one ability score
  3. Feat
  4. +1 to two ability scores
  5. Feat
  6. +1 to all ability scores
  7. Feat
  8. +1 to one ability score
  9. Feat
  10. +1 to two ability scores
  11. Feat
  12. +1 to all ability scores
  13. Feat
  14. +1 to one ability score
  15. Feat
  16. +1 to two ability scores
  17. Feat
  18. +1 to all ability scores
  19. Feat
  20. +1 to one ability score

Hello fellow players, if you like my material and would like to donate any amount, I have a Patreon page, any amount will help out and there are many different rewards for my patrons!


Remember to check out my Youtube Channel where I review Table Top RPGs, showcase my designs and do a couple of other stuff.

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2 thoughts on “Alternate Rules: Removing magic items from character progression

  1. Pingback: Player Advice: Armor Class, the lost art of not getting punched in the face. | ARMR Game Design

  2. Pingback: Player Advice: Armor Class, the lost art of not getting punched in the face. | A.R.M.R Studios

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