Dragon

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Hey, so I actually was playing with a very similar idea before. My plan was to do the same with the NPC classes but after a major event (read: families are killed by orcs in a raid)they set off on a small adventure, low CR like you said, and then level up to their first "Hero" level. Thus locking them into that career track. I think yours sounds very similar just obviously without real classes coming in.

To that, my biggest issue I had was BALANCE. NPC classes don't work well here, which don't get me wrong I like rolling for stats vs point buy so balance is not my main point. However, it does suck to be a commoner. Literally nothing is in your favor. So unless that player is cool with being the worst of the worst then it's probably not going to be picked.

My biggest tip is that while it's a good idea and I think keeping PC levels in but at a Slow Advancement XP track and having the level CAP be like 10 or 12 is a better approach. I went as far as even making some house rules that limited character progression to keep them "weak".

In the end if the players are cool with it and you like it who cares how it works as long as it works.


I am picking up GMing again and for this particular game I want to run something with less magic and more grit. The plan is to basically run my own custom world but to take modules that fit the setting and insert those in. If anyone knows of Raging Swan Press, they have been a huge influence on the style I am going for. I've debated on just buying some of their modules but before I did that I wanted to see what you guys have.

Some quick info on the setting:
PCs start on coastal town on an island (think the UK but smaller) off the mainland. Orcs invade are preparing to attack the capital. The PCs town is first of many raids by the orcs and they are forced to evacuate. This leaves them stranded out in the wilderness with the few towns people that made it out alive.

Any help would be hugely appreciated.


Yeah, I saw that after I finished typing all that up. Glad to know my terrible research doesn't hinder anyone lol.

At work I can only access the PRD for rulings. I guess its not the most reliable of resources.


So interestingly I found that Four Mirror says:

"This armor consists of four plates harnessed together with leather shoulder straps. Two round plates protect your front and back, while two smaller rectangular plates cover the sides of the torso. Four-mirror armor is worn over chainmail to provide added protection, and comes with a spiked helmet with a chainmail hood."

The important bit being the last line in which it states "comes with a spiked helmet".

Now technically in the Armor Spikes section of Ultimate Equipment it says "You can have spikes added to your armor, which allow you to deal extra piercing damage on a successful grapple attack...etc". That to me says it adds the bonuses of spiked armor as well as the same benefits as chainmail, since it doesn't specifically state where the spikes need to be.

In short, I'm never buying plain chainmail again.


The way I read it in the PRD is that you wear the four mirror over chainmail and it adds "extra protection". Now the problem with that is do you add the AC bonuses together then or is Four Mirror it's own armor that already has chainmail in it. Also does the extra 40 lbs for the Four Mirror get added on to the weight of the chainmail? And what about the penalties?

Quite the interesting question. Let me dig some more and see what I can find.


This is all really helpful guys, I really appreciate it. I have plenty of time until we start the "core game". Most of my players haven't played in along time so they wanted to do the beginner's box just to try and jump back in. After that though I am taking the proverbial training wheels off and throwing them to the dire wolves.

I might post the results of the first session to let you guys know if it goes well.


YESS!! this is exactly what I was thinking of doing. I love the idea of starting off as a nobody and working from there. It always bugged me that apparently when you become of age you just are an adventurer. POOF. Profession works for some roleplaying purposes and earning GP but it felt flat and uninspired.

So my question to you then is: What NPC classes did you use and where did you get them?

or

Did you just let them basically build a "class" based on the profession?


So to start off, not sure if this has been covered and my google-fu is just weak or there is a system for what I am talking about out there.

Basically I am looking to start a new campaign (low-magic/homebrewed) and have been toying with the idea of starting off the PCs as some type of village person. Such as a farmer, barmaid, guard ect... and after a major event happens in town they are thrown together and pick up gear that is more in line with what their (future) class will use. The problem I run into is that if I use the prebuilt NPC classes balance goes out the window.

It's important to me that they actually have the skills associated with their roles in the community so that's why start off as an NPC class. I feel as though there is a lot of flavor there and kind of works better with the idea of, oh hey I've been a locksmith for 7 years and it shows in my stats.

Now I admit this is more me just trying to cut corners and hope that someone has a better system. But I would greatly appreciate any feedback or input on this.

Thank you.