LMC: Base Rules Image

This feat is can be added to your character sheet for quick reference to the rules of the campaign

The Low Magic Campaign (LMC) is designed for a game set in a realm where magic is a rare and precious commodity, making survival a challenging endeavor. In this world, the elven population is in decline, the dwarves are secluded in their mountain strongholds, Halflings thrive in the serene confines of their territories, and humans, while increasing in numbers and influence, suffer from conflict and distrust within their ranks.

In the southeastern expanse of this realm, an ancient evil stirs, scheming to reclaim its lost dominion by acquiring the LMC: Ring of Binding. This artifact is crucial to its ambition of wielding absolute control over the land's inhabitants. 

The scarcity of magic here means that the arcane is a field of study limited to a select few among the elves, setting this campaign apart from the typical Dungeons & Dragons setting where magical items abound.

Given the rarity of magic, traditional D&D artifacts are uncommon, and the list provided serves as a guide to what might or might not be found in this setting. Notably absent are healing potions and spells, leading to a unique set of rules that emphasize the slower process of natural healing. To compensate, the game introduces several new sources of temporary hit points, symbolizing a character's morale and resilience. These points act as a buffer, absorbing the brunt of an attack and reflecting a character's mental fortitude to fend off harm. Once this layer of protection is breached, the character becomes vulnerable to physical damage.

This emphasis on the slow recovery process necessitates strategic planning, as characters must allow time for rest and recuperation following a significant battle. The frequency of encounters should be reduced to reflect the time needed for healing, presenting a realistic challenge that requires careful consideration of when to engage in combat. In dire situations, the party may be forced to press on despite their injuries, adding a layer of tactical depth to the adventure.

The Low Magic Campaign offers a distinctive and immersive experience, where players must navigate a world where magic is a whispered legend, and survival hinges on wit, strategy, and the indomitable spirit of its adventurers.

Travel
The party can cover between 18-30 miles a day based on speed and stealth, and this can be lessened even more by difficult terrain.

Healing 
Instead of recovering half of your hit dice at the end of each day, you recover 2.
You do not recover any health when you long rest unless you spend hit dice.
After completing a long rest, you gain temporary hit points equal to your hit point max divided by 5 (rounded up).

Items

Allowed
Any LMC Item
+1/+2/+3 Weapons and Armor - The bonuses here are due to the excellent workmanship rather than magic.
Weapons with bonus damage against specific monster types
Anything that provides small buffs to stats (+2 to AC, +2 to Con, advantage on stealth, etc)
Anything that provides minor magical effects (Belt of Dwarvenkind helps you grow a beard)
Anything with an effect you can explain through natural means (Restorative Ointment)
Anything that provides a resistance or immunity

Not Allowed
Weapons with elemental damage (Flame Tongue weapon)
Anything that uses an extradimensional space (Bag of Holding)
Any item that provides access to or usage of a spell
Anything that provides an ability to fly/levitate/teleport
Anything that gives you the haste effect

Languages

Spoken
Common
Elvish
Dwarvish

Rarely Found (Mainly Old Runes)
Sylvan (Ancient Elvish)
Undercommon (Ancient Dwarvish)

Extremely Uncommon
Primordial (Entish)

Languages of the Enemy
Orc
Goblin
Deep Speech (Shadow Speech)

Relevant Tool Proficiencies
Cook's Utensils, 
Leatherworker's Tools, 
Mason's Tools, 
Smith's Tools, 
Tinker's Tools, 
Herbalism Kit, 
Vehicles (Water)

LMC: Base Rules Image

Comments

Posts Quoted:
Reply
Clear All Quotes