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The LCM Ruleset

A D20 Pathfinder / Low Magic Variant set in Lastwall

Please allow me to address this issue up front:

While we love children, we must respectfully insist you provide for your own babysitter as needed. There have unfortunately been bad experiences with this in the past so now there is a rule on it.

Some of the specifics that can be expected from the campaign include:

  • The rules and variants found on this website represent a collection of ideas which has been in development for over a decade and it is only now finally coming together. It is collectively referred to as “The LCM Ruleset.”
  • Our campaign setting is based upon the official Pathfinder Campaign world of Golarion, however it should be noted that the LCM ruleset is tailored to reflect a lower magic, and more harsh environment than in the canon product. The LCM is set in a feudal time period, where there is often a stark distinction between the noble Haves and the common Have Nots. The HBO series “Game of Thrones”, and the Witcher 2 & 3 video games are excellent benchmarks for the campaign, and certainly more accurate than comparing it to settings such as Eberron, Forgotten Realms or something out of Marvel comics.
  • The LCM encourages cooperation with local forces, nobles, etc and as such skills like Knowledge: local, Diplomacy, etc are more frequently used. This also means that Charisma should NOT be thought of as a “dump stat”. This is because the combat system can be harsh and knowing when to ask a local lord to loan you an army to distract the bad guys while you sneak in the back door is a perfectly viable tactic. Trying the Rambo “storm the front gates!!” approach is likely to end in misery.
  • The campaign setting is one which is engaged in an ongoing war with the orcs of Belkzen, and frequent appearances of undead, so episodes of large scale conflict will be seen.
  • Magic is real, and distrusted. Very few people in the world are able to master it, and enough of them have been villains to leave both Commoners and Noble alike weary of anyone who commands such forces. As such Arcane magic is always a talent one is born with, or they are not, and very few have it. Expect to see about 20% as many Casters (both Arcane and Divine) in the campaign as what you may be used to in other settings.

The ripple effect of this are many: finding someone to cast spells for you will be more of a challenge than normal, specialists are the norm, and magic items are far fewer than a standard D20 RAW campaign. It will also mean that classes such as the Cavalier, Knight, or a Fighter with a Knight archtype, will be common than a paladin. The same can be said of other classes like the Ranger or Bard respectively.

  • Our campaign generally focuses on lower levels and slower progress. Anything above 10th level is very rare. D20 demographics are used heavily to base line for class, level and wealth which means that PC classes are rare, and most of the people in the world are illiterate commoners with only 1 or 2 levels.
  • 0 Level Orisons are BANNED and spells at level 7 – 9 is only accessible via Incantations. These higher level spell slots could be used for casting meta-magic versions of lower level spells such as a maximized or quickened fireball without penalty.
  • There is much less resistance to magic under the LCM. Spell Resistance (SR) for example is completely gone, few creatures are simply immune to damage, and Evasion has been redesigned. In cases where a creature does have some form of heavy resistance to a specific type of damage, they will always have something they are equally as vulnerable to (example: fire, silver, dragon glass / obsidian).
  • math fractions are always rounded in favor of the players
  • Freebie Points are used to track individual accomplishments and success.
  • Skills may use alternate stats such as Climb using Dex, or Intimidate using Str.
  • Leveling and experience are tracked as a group.

The Wealth by Level (WBL) Magic items are extremely rare in the campaign, and encounters / monsters have been likewise scaled to account this change. As such treasure is typically limited to CR 1 – 5 (roughly) and “special” items will generally be seen with mundane alchemical items, or masterwork items. Magic items are typically looted from slain foes or awarded by kings and such for completing quests which their own people would have found impossible (IE suicide missions).

Alignment has been relaxed greatly and now is merely a reflection of a character’s general outlook, religion or philosophy on life. Spells which detect alignment, or otherwise target based on alignment no longer function or only target members who are for / against a given faith. Spells which target “evil”, now specifically target Undead, Demons/Devils, and similar creatures. – contains all the core rules and optional 3rd party products variants released under the D20 OGL.

The Gods most commonly worshipped in the campaign are: Angradd , Gorum, Iomedae, Torag

The campaign setting
Character Generation
Skills and Feats
Spells and Magic
Encounters vs Magic Items
Magic Items
Death, Damage and Healing
Hero Points
Character Death
For higher level characters (usually above 6th level within the campaign) the option for Cohorts, Hirelings, and Henchmen become one to consider as a possible option.

Golarion – Factions and Groups
The Campaign History and Adventures so far
Creatures Unique to the Campaign

200 Pieces of advice for “Winning” the game

Optional rules I’m playing with, none of which has been implemented so don’t freak out!

Useful links can be found here.

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