Obviously,
this work is not the be all and end all of low magic campaigning.
Really, it only answers one question.
"What
kind of rewards do you give players other than magical items?"
Now,
there's all the standard responses... titles... land... public recognition...
That's
all well and good, but at some point that's just not good enough.
Getting another plot of land and 20 serfs can get just as boring as getting
another two thousand gold.
So basically, I made two tables while I was supposed to be programming last night. You can roll on them, I guess, but its usually better to choose them for yourself.
Special Weapons in a Low Magic Realm (1d20)
1-3
Plus one to hit. Is exceptionally well
balanced. I'd expect to see these on a thief or assassin. Generally
made for a specific person. Someone far enough away from that person's
body type or fighting style is likely not to get the bonus.
4-6
Pentrates one level of armor. A classic
type of weapon advancement. Basically provides a +1 to hit against
armored opponents. A more realistic track would be to select a certain
type of armor for it to have a +1 against (chain mail, plate mail, leathers)
7-8
Plus one to damage. More weighty (perhaps
requiring higher strength to use effectively) or very sharp. More
likely in areas were armor is minimal.
9-10
Subrtract one from initiative (if you use it).
Light and whippy. Probably made from a higher grade steel making
it significantly lighter while maintaining the same strength. Brings
to mind rapiers.
11-12
Masterful weapon. Plus one to hit and damage.
Probably very easy to identify (I'd give anyone with proficency in the
weapon an Int Check +2). Will almost certainly have a smithers mark.
Having a few names written down for the identities of these smiths is a
nice touch for a campaign (they're likely not more than two or three alive
in the campaign area, maybe less).
13-15
Resilient. This weapon was made to last
through the generations. It is +2 to all item saving throws.
Item saves don't come up too much in most campaigns, but probably should
more often. Especially in low magic campaigns. When you get
hit by that first fireball, you know.
16-17
Made of a strange material. Perhaps its
obsidian (better than iron against lowly armored opponents, but doesn't
stand up to stress), flint (ancient relic?), or some precious metal (decretive
piece or superstition). There may be some bonuses or penalties, but
the main idea is flavor. In higher magic campaigns things like elven
steel, adamant(ine, ite), and dragon bone (a personal fave) come to mind.
18
Blessed. This item is the weapon of a certain
faith. It acts as a minor magical weapon for them, and simply a normal
weapon for everyone else. Usually, adventurers get these by taking
out religous agents, but blessed items can turn up in the strangest places.
19
Lucky. Its not magic (to detection), but
strange things happen around it or are rumored to happen around it.
Give the weapon a long/short, colorful history. Make it distinctive.
Attatch a prophecy (or two or three) to it. Whether or not it really
is magical or the rumors are true, you've probably dragged the players
through a merry chase. A lot of experienced players will automatically
jump to the conclusion that its an artifact or relic. This is one
of those opertunities to be smug.
20
An actual honest to god magical item. Remember
to twist it though.
Give it shocking grasp 1/day,
Have the angry spirits of
the slain follow the player,
Have it attract a certain
race of monster or creature (a druid in one of my campaigns got truly paranoid
about all the squirrels following her until she figured out they were just
attracted to her staff),
Have its bonus fluctuate on
the basis of the morality of the deed its being used for (killing tyrants
+3, killing innocents -3),
Have it drain the users hit
points to power it in battle,
Have it jynx the characters
compatriots,
It randomly uses the spell
Babble,
It prevents the wielder's
wounds from becoming scars,
Anything that strikes your fancy. Just
remember not to tell the players right away if they wouldn't know.
I know that personally, I never let an item get out of my sight that doesn't
have some strange little quirk to it. Some items in the DMG rule,
but most of them are kind of bland. Make them think, they'll thank
you for it (well, they should).
Every magical item deserves a history in a Low Magic Campaign. EVERY item. Sometimes, your players won't know about it, but before you give out an item think up its past. Just a few notes jotted down (or in your head). If you get tired of thinking up histories, you're giving out too many items. High Magic is a little different, obviously. In High Magic it only applies to the more potent items. Remember, that potion of heroism contains the ground heart of the hero of K'tai Pass. How will that effect the PC while under its influence? It helps make magic magical again, moreso than just restricting its access ever could.
Special Armor in Low Magic Campaigns
1-5
Highly decorative. Is worth much more than
the base simply on the value of its artistry. This armor was probably
part of the guard of some king or cheiftan. Watch them squirm when
every hit their armor absorbs takes ten gold out of its value. Make
it the best armor they've found and this can give them a real moral dilemma.
6-9
Made to last. Much like weapons, some armors
are made to survive hell and high water. This armor will not rust,
melt, or otherwise degrade under anything like normal conditions.
It gains +2 to item saves and will last through even the most prolonged
battles.
10-11
Expertly crafted. Grants a +1 bonus to
AC without adding weight. Probably looks really nice too. Like
weapons, this will probably have the maker's mark. Was probably terrifically
expensive when purchased, so someone important had it. Who probably
depends on the type of armor.
12-14
Thick. Quantity is traded for quality.
Much heavier than normal (may even give a Dex penalty). Provides
+1 to AC and protects from one level of armor piercing. I always
picture dwarves wearing stuff like this (and Expertly Crafted). Think
living tank.
15-16
Comfortable. The players may not understand,
but their characters will appreciate it. If you're trying to wander
around in armor all day, you want it to be tailored for optimal comfort.
Likely to be fitted for one person, and will need modifications.
17-18
Trademark armor. Very distinctive of some
individual or group. May be made out of strange materials, might
have special face mask (animal, draconic, demonic), might just have the
heraldry of the original owner emblasoned directly on it. Depending
on who owned the armor, this can be very good or very bad.
19
Blessed. Intended for the holy warriors
of a faith. Will function as +1 for them, will ignore everyone else.
Probably looks very distinctive. The classic black platemail of the
antipalidan and the shining mail of their opponents are both good examples.
20
Honest to goodness magical item. Like weapons,
you should always make it interesting.
Maybe...
The draconic facemask allows
the wearer to breath flames
Its immune to Heat and Chill
Metal
It is part of a set, and the
wearer can sense the direction and state of the other wearers (of course,
so can they)
The wearer will never be hit
by campatriots firing into melee (unless they're aiming at him : ) )
The wearer's footprints look
like those of a Bear
The parts of the wearer's
body covered by armor don't cast a shadow or reflect in mirrors (i.e. they
might dissapear entirely or be just a floating head depending on the armor
or missing a torso while wearing a breastplate)
Gauntlets are equipped with
spikes for serious hand to hand action
The armor slays all natural
insects and vermin within one foot.
One important thing to remember
about armor is that it was made to fit one person, especially plate mail.
If the ancient elven civilization made all the magical items in your campaign,
its likely Burly Joe Fighter will never be able to find a suit of magical
armor that fits him. He trim companions might, but the steriotipical
stocky barbarian is just out of luck. Of course, it would be pretty
mean for that to happen if you didn't sort of warn them first... *shrug*
I always think of armor
being for someone in particular, it clears up what it should do, what size
it is, and a nice chunk of history in one fell swoop. If that leather
armor they found (i.e. pried off their opponents corpse) was made for a
wandering minstrel it makes the likely powers a lot different then if it
was for a holy assassin of Gomora (goddess of lies in the War of Shadows).
The minstrel's armor
may be plus one, repel all forms of filth (keeping it and the wearer eternally
clean, might work on intellegent filth, might not), give a plus three on
all dancing checks, and a sheild spell that automatically invokes when
the caster is struck with a projectile.
The holy warriors armor
is plus one for infidels, plus two for the faithful, and plus three for
priests; it deepens the shadows around the wearer, giving them a +10% to
Hide in Shadows; and acts as an Undetectable Lie spell for as long as the
wearer is lying. When they tell the truth, their words will somehow
seem hollow and unconvincing (-4 to Charisma when telling the truth, all
truths detect as lies with magic).
Anyway. I hope I've given you some good ideas. Low Magic campaigns are really nice because you can put a lot of love and care into your magical items. Of course, other campaigns can use the advice just as easily its just not as easy if you want to keep track of everything. For high magic campaigns, remember that your players will probably come up with their own theories on the matter and voice them (probably). Sometimes these can lead to defining an item with love and care, sometimes they lead to new adventures.