| lordzack |
It'll be homebrew. All the core classes and races will be allowed, unmodified as part of the point is to see how the game will do without houserules or anything of the sort, though I may make my own prestige classes, equipment and monsters.
The setting will be like the typical medieval fantasy, but with some modifications. For instance it will be set in a tropical region. But the culture will be mostly European, with influences from other places. There may be some sci-fi elements.
As for the tone and feel of the game, it'll be mostly action/adventure, but with some comedic elements. The game won't take it's self too seriously, but certainly not everything will be a joke. The adventures will be a mix of episodic and those based on an on-going plot. The on-going plot it's self will respond to player choices and not be a "rail-road." Evil alignments will be forbidden, but neutral alignments are fine.
What I have so far is subject to change depending on if you don't like it. Player input is appreciated.
| lordzack |
I'm mostly thinking of using the Warcraft series as my model for serious to silly ratio. Most of the time it'll be as serious as any campaign, but occasionally you may run into a humorous situation or character. I can think of a couple of times in my last campaign where we ran into a humorous situation in like more than a half-a-dozen sessions. So it'll be a bit more frequent than that, and planned rather than spontaneous, but hopefully not too intrusive.
Another thing, I'm thinking of adding in a few elements of horror occasionally as well.
Also, I'm considering using some "status quo" encounters, meaning that not all encounters will be built to be balanced. You may encounter some particularly difficult monsters that you may have to run away from rather than fight. This especially applies to wilderness adventuring. Areas will not be cordoned off into zones based on level like an mmorpg.
Another thing. I will be "fudging" die results only very rarely. There will be a chance for characters to die. I suggest that at low levels when you are especially vulnerable you hire some men-at-arms to serve as "red shirts". There will also be other hirelings available like torchbearers, mappers and porters. don't get the wrong idea, though I don't plan on being a "killer DM".
One last thing. Don't always assume orcs, goblins, ect. are evil. Even if they are evil, slaughtering them down to the last man isn't necessarily desirable.
thefishcometh
|
Hm. I'm a big fan of the Golarion pantheon, but I don't know how it will work outside the setting. I also love homebrew stuff. I don't know anything about the 4e pantheon, but I'm a bit suspicious about it. I love love love the 3e FR pantheon, but it also has setting ties.
In conclusion, I'll go with whatever!
| lordzack |
There will be lots of dungeon crawling, but I'm hoping to mix in some other varieties of adventures as well. Perhaps some politics, especially if you form you're own domains.
Even if we do use the Golarion pantheon I want to use the Dwarven and Elven Pantheons as well. Dwarves and Elves come from different cultures and thus worship different deities. In other areas of the world humans would worship different deities as well. I also want Garl Glittergold, but as a lesser deity that's part of the main pantheon, rather than head of his own. CE humanoids tend to worship various demon lords. There is also an animistic faith that would be similar to Shintoism in some ways.
Here's some info on races:
Humans: Though they come in all shapes and hues, locally humans tend to have brown skin and tend towards dark hair colors.
Dwarves: Moradin forged the dwarves and placed them in seven great halls across the world. Eventually, some reached the surface and began to colonize it. It's this race that became known as hill dwarves. The race that still inhabits the upper reaches of the subterranean depths is called mountain dwarves. Both can be played. Duergar do not exist, however there are evil dwarves. Dwarves tend to be much lighter in skin tone and hair color than the local humans, with mountain dwarves even more so. Some are even so pale as to be nearly colorless, and a few have stone-colored skin. Dwarves arrange themselves into clans. All members of a clan share bonds of kinship. There are no nobles in dwarven society, but some clans owe fealty to other clans, resulting in the Matriarch/Patriarch of the top clan being the ruler of all the lesser clans, called a King or a Queen. Arcane spellcasters are rare amongst dwarvenkind, with the exception of sorcerers, which tend to be of the earth element bloodline. Dwarves dislike elves, goblins and giants.
Elves: High elves hail from the continent to the south-west. They once ruled a great empire, but it was splintered by goblin hordes. Since then some elves have fled to other lands, including this one. They're cousins, the so-called wood elves began they're exodus much earlier, but are not playable, unless somebody really, really wants to. In fact elves have no great affinity for woodlands and can be found just about anywhere. They prefer isolated lands away from human realms, however, and respect nature and thus do not clear forests, so they have a reputation as forest dwellers from other races. The drow tend towards evil as they where cursed into they're present form after falling into demon worship. It's conflicts with the drow that lead to dwarves distrusting all elves. Elves tend to form monarchies based on merit, with magical prowess being rating especially high. Either males or females can hold just about any position in elven society, in fact the elven god Corellon is considered at times to be either male or female, both or neither. Each elf tends to be self-sufficient, taking care of him/her-self and immediate family without relying on others for goods or services. But they organize into bands for protection against they're enemies. Elven adventurers tend to have at least a couple of levels in an arcane spellcasting class, usually wizard. Elves dislike dwarves and goblins and sometimes humans. Elves believe they come from the blood of Corellon. In fact celestial bloodline sorcerers are not uncommon, and are believed to be blessed by Corellon. Fey bloodline sorcerers are also not uncommon, leading some sages to conjecture that the elves are somehow descended from fey.
Gnomes: In contrast to elves, it is fairly well known that gnomes have a fey origin. The race know as Rock Gnomes came from the lands of the faeries long ago and were discovered by the great trickster called Garl Glittergold. He brought the gnomes under his wing and is still revered by many of them. They have a cousin race in the tinker gnomes, but they are rare and none are known to exist in this land. Gnomes have no great kingdoms and tend to congregate in small villages or inhabit human lands. Gnomes have a great affinity for illusion magic. They are hated by kobolds, whom they are wary of but do not actually hate.
Halflings: Halflings live both among humans and in they're own villages. They tend towards a simple, unadventurous life, but as in all races there are those who reject the simple life and go out and adventure. Once they mostly rejected the arts of war, but now after being attacked and oppressed by various other races they have learned how to defend they're lands quite effectively. They like the humans of the land have dark skin and hair. They are unusual for having hair on they're feet. When they take up an adventuring profession they tend towards the ranger and rogue classes.
| Opdigan |
Is the lack of activity in this thread due to lack of interest, or is there just nothing you feel necessary to say? Keep in mind any setting information, and stuff of that sort is subject to change if I'm unable to get enough players otherwise.
With PbP you can make the rules all 1's and 0's and you will still have too many players!
I'm definitely interested in your campaign, as are all the people above I'm sure. I think most are just anxious due to the book release.
| lordzack |
Yes.
Here's the info about the setting I promised:
The place where the adventure begins is the town of Haven in the duchy of Duke Albert. The town is primarily a farming community so the area around it is mostly cleared out, but there is a jungle not far away, known to be inhabited by Kobolds. The duke requires that all able-bodied people in his domain be trained with the longbow.
Haven is part of the country called Dunaris. Dunaris is a feudal monarchy ruled over by a dynasty of Aasimar. Dunaris is mostly Lawful Good in alignment, but some nobles are less benevolent than others. The current monarch is Queen Nichola, a mighty warrior with magical powers from her celestial bloodline. She can call upon her celestial ancestors to help defend her nation in times of crisis.
To the south is the desert nation of Arengis. It was once a land which, though not particularly noble was not the vile place it has become either. One hundred years ago the war mages of the land rebelled and took up the practice of necromancy, which had been forbidden. They deposed the rightful king and installed a puppet king. Then they attacked Dunaris. After a decade Dunaris repulsed the invaders, even killing the puppet king, though he was granted undeath to rule once more. Over the last century there has be peace, though recently there have been rumors of war. To the north-east is the Icespine Mountains. There is a loose federation of dwarf citadel, as well as a few other races like the goblins and jotun (commonly called ice giants). The dwarves are known for they're strange affinity with cold, thus water element sorcerers are only slightly less common than earth element sorcerers. To the west is an area of mostly lawless city-states ruled over by corrupt princelings and dominated by criminals. Bandits from this region are a major annoyance for Dunaris.
I'm strongly leaning towards a modified version of the 4th Edition's pantheon. I like Golarion's Pantheon, but it really doesn't fit my vision of this world. I will make an effort to fit it in if people want it enough.
I'm also considering allowing some stuff from Tome of Secrets.
thefishcometh
|
I'd like to play a half-elf or human necromancer, looking towards the loremaster prestige class. She'll probably be LN, N or CN, haven't decided yet. The concept is that she was trained as a regular wizard, but stumbled upon some books of necromancy and thought it was a great way to utilize what is normally a waste product (corpses). She was then expelled from his college, suspected of treasonous sympathies to Arengis, and has taken to the road in order to find more knowledge and continue his research with fewer interruptions.
PsionicFox
|
I'd like to play a half-elf or human necromancer, looking towards the loremaster prestige class. She'll probably be LN, N or CN, haven't decided yet. The concept is that she was trained as a regular wizard, but stumbled upon some books of necromancy and thought it was a great way to utilize what is normally a waste product (corpses). She was then expelled from his college, suspected of treasonous sympathies to Arengis, and has taken to the road in order to find more knowledge and continue his research with fewer interruptions.
Every squishy person needs someone good with a blade to watch their back... I'm thinking of playing one of the combative types. Depending on starting level (I'm guessing 1st), multiclassing may ensue.
I might take a run at the Barbarian.
| Chris Parker |
I'm also contemplating a fighter, though in my case I'm thinking of a horseback fighter, starting out with light and medium armour until reaching a high enough level to reduce the armour penalties. That said, is there any point in such a character? I've never found any pre-written adventures in which the riding skill is useful for anything but reducing the time spent travelling.
thefishcometh
|
I'm also contemplating a fighter, though in my case I'm thinking of a horseback fighter, starting out with light and medium armour until reaching a high enough level to reduce the armour penalties. That said, is there any point in such a character? I've never found any pre-written adventures in which the riding skill is useful for anything but reducing the time spent travelling.
I think it's a lot more useful if you're a ranger or paladin. Animal Companions are much more reliable than basic animals. Problem is, with a ranger you're limited to being either an archer or a two-weapon fighter, unless you release other combat styles, with a paladin you've got that whole LG thing, and both classes have (what I think is) superfluous spellcasting abilities. I always thought it was odd that replicating the mounted knight was so difficult using D&D, but that's the way it is.
| Chris Parker |
Chris Parker wrote:I'm also contemplating a fighter, though in my case I'm thinking of a horseback fighter, starting out with light and medium armour until reaching a high enough level to reduce the armour penalties. That said, is there any point in such a character? I've never found any pre-written adventures in which the riding skill is useful for anything but reducing the time spent travelling.I think it's a lot more useful if you're a ranger or paladin. Animal Companions are much more reliable than basic animals. Problem is, with a ranger you're limited to being either an archer or a two-weapon fighter, unless you release other combat styles, with a paladin you've got that whole LG thing, and both classes have (what I think is) superfluous spellcasting abilities. I always thought it was odd that replicating the mounted knight was so difficult using D&D, but that's the way it is.
Reliability isn't so much the question as whether or not we're liable to be doing much overland travelling, because that's about the only time mounted combat is really going to see any use. If not, there's no point bothering with a character who specialises in it.
| lordzack |
Well I'm intending to create adventures based on you're interests and characters' capabilities. So if you want to use mounted combat It'll get used. I do want some dungeon crawling as well, though.
If you want to get a horse animal companion, but don't want to be a paladin or ranger, we might be able to work something out. Like maybe exchanging one or more fighter bonus feats or something.
| Chris Parker |
Well I'm intending to create adventures based on you're interests and characters' capabilities. So if you want to use mounted combat It'll get used. I do want some dungeon crawling as well, though.
If you want to get a horse animal companion, but don't want to be a paladin or ranger, we might be able to work something out. Like maybe exchanging one or more fighter bonus feats or something.
I'm quite all right with just buying a horse, though whether my character could afford one would depend on starting level and gold. Naturally that would also mean having to pay to get the mount stabled whenever we stay at an inn, but a trained warhorse would be reliable enough for combat while not needing to adjust any class features or take a different class. Besides, it gives the character bills to pay, and thus a reason to keep adventuring.
As to dungeon crawling, a scimitar is just as useful on foot as on horseback, and if we don't have a ranger he can also be the team's archer.