Felgoroth wrote:
Good point on the ship battles...you, too, Rezdave. Yeah, it shouldn't be nearly as complicated as I previously thought. I panicked there for a moment earlier when I thought of having to run these kind of battles when I first posted, but yeah, I'm sure there will be much boarding of the other's ship. And I never heard of Complete Champion...was that released shortly before 4th Edition came out, or something? I could have sworn I had all the "Complete..." D&D books...it does sound quite appropriate, that's for sure.
BPorter wrote:
Sweet! Any idea where I can find a PDF of Darkness & Dread? I've been looking, and no such luck. I like the idea of the 're-vamped' NPC classes; I'll definitely want to use that....gratzi!
Also, this has some great ideas for me to look at - http://www.enworld.org/forum/d-d-legacy-house-rules/131111-low-magic-campai gn-experiment.html?pp=40 I specifically like all of the caster's limited Spell lists, with the better, more powerful spells being 'lost lore' that the players have to discover deep within ancient ruins or in the holds of powerful beasts or in the top of an iron tower...
I've been reading a lot of posts here lately, and on the D&D forums and the GiantITP forums, and specifically I have been reading up on rules about Low-Magic settings/campaigns. Inspired by posts such as these: http://community.wizards.com/go/thread/view/75882/19573314/Low_Magic_D38;D_ Made_Fun_and_Easy_For_Everyone and http://paizo.com/paizo/messageboards/paizoPublishing/pathfinder/pathfinderR PG/communityContent/houseRules/archives/rulesForALowMagicSetting&page=1 &source=search#0 and http://www.dandwiki.com/w/index.php?title=Discussion:Very_Low_Magic_Setting &t=20080507120909 and http://www.enworld.org/forum/d-d-legacy-house-rules/131111-low-magic-campai gn-experiment.html?pp=40 I've also been inspired by a few fantasy novels I've been reading, the kind where magic is foreign and mystical but fantasy races are still very much around (Lord of the Rings springs to the mind, as well as the Iron Tower trilogy, and even the Redwall books, too) and I was thinking of running such a campaign. Here are my ideas, and I would appreciate any suggestions or comments or whatever slings and arrows you would like to send flying my way... :-p First of all, all of the players will start as oar-slaves on a pirate ship, a lieutenant's ship in a much larger pirating armada. (Which, I just realized, I would undoubtedly have to run ship-to-ship battles, which I have no friggin' clue how to do...but anyways) I think I'd start by having the players take 1 level in any NPC class - Warrior, Commoner, Expert, Aristocrat (but not Adept). They cannot start with any magical abilities. The campaign would begin with one of the players suddenly being freed of his chains amidst a heated battle with another of the pirate armada, involving treachery and whatnot, and the players having to fight to stay alive and escape, and so on.... The players can only be humans, though there will be Traits and Hindrances to choose from, as well as bloodlines they can take (half-dwarf, half-orc, half-goblin, half-elf, half-gnome...half-halfling? (Would that be a quarterling???)) Firstly, to train to be anything other than just an NPC Warrior (or maybe just stick with Fighter?), they would have to find "trainers" throughout the world. There would be different levels of trainers, of which the players would have to fulfill different prerequisites (both feats and in-game achievements) to gain the favor of the trainer. For example, to become a rogue and advance as one, you could A) talk to some pickpocket near the docks and pay him 50 gold to train you, B) speak with a famed scoundrel, pay him 75 gold and help him rescue his brother, and gain the Weapon Finesse feat, or C) gain favor with the head of the local Thieve's guild, perform tasks for him, and gain bonuses on all your thiefly skills, as well as Prestige Classes. They cannot level up until they find one of these trainers, btw. To level up at all, they have to visit one of them. And becoming a magic-user or having supernatural abilities would be even more difficult. Becoming a Wizard, Bard, etc...would require extensive searching and work. And to become a Sorcerer or Cleric Monk or Warlock, etc, would require luck, devotion, meditation, or pacts with higher beings (in that order). Or something like that. Alchemical items and the like will become vastly more important, as they can be bought in stores, and many monsters will have weaknesses to certain items and alchemical substances and materials...or something like that. Basically, Knowledge will be extremely useful for players until one of them can become a Wizard, etc. I am going to try to find or make Pathfinder Ranger and Paladin variants that cannot use magic, and make Prcs of them that can cast spells or something? Anyone know where I can find some? Isn't there one in D&D's Unearthed Arcana? Isn't the Cavalier basically a magic-free Paladin? A knight, basically? So, in summation, the players would start as lowly oar-slaves, newly freed after a traumatizing experience, humans with little-to-no knowledge of the outside world, and will have to struggle constantly to even kill goblins and such, suffering near-TPKs at all turns (though I'll never let them die until higher levels, but I won't let them know that). :-D Any thoughts? |