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Fouredged Sword
2011-08-04, 08:44 AM
this is my first real attempt to document a world building in the forum.

Here we go.

The Savage world -

Alternate and houserule log

Vitality point system for HP
Armor as DR system for Armor / natural armor.
Crafting checks made daily, rather than weekly




I would like to make a world that is a very non traditional DnD game. Think land of the lost / prehestoric adventure. The idea is that the characters are small people, part of a small tribe, in a very big world.

Sorta a mix of Monster hunter Tri and Dnd. Big scary monsters force the players to use planing and careful preperation to take down.

foes are something to be avoided if posible, and all fights are dangerous and hard to recover from. Think one or two encounters with small issues (smaller encounters to be won or avoided with minimum expendeture of resorces) followed by a big hunt, then followed by trying to get the supplies back to the tribe.

The main threats to the group are the following
- Dinosaurs - lots of dinosaurs. Big threatening beasts that hunt the plays whenever they leave the safetly of the tribe. Sleeping outside the tribe is dangerous becuse of the inevitable dinosaur hunting pack unless heavy precautions are taken.
- The Dragons - I will be makeing a homebrew dragon race with scaleing size and HD. These things are born Medium size and just get bigger. No tiny wyrmlings here. Think smart dinosaurs rather than traditional dragons. Several breed specialize in difrent areas, but no crazy color = element stuff. More like a crag dragon liveing in the mountains, and a swamp dragon that hides in the muck. Most will not be able to fly.
- The shadow taint - Undead exist, and are dangerous. Whole tracts of the world are tainted, and storms brew in such areas to spread to other lands. Undead dinosaurs are dangerous and the infection causes desiese and sickness - both very dangerous to a tribe. A taint storm means dangerous hunt and scarce game for a tribe, and many do not survive such an event.
- Other tribes - Competitions is fierce. Failing all else the struggle for food and resorces leads to inevitable conflict.


The People

Rather than a wide diversity of races, the end result of such brutal envorments is that all the sentient humanoids races merged. There is now only one "race" of humanoids as playable characters. They have the following modifiers.

Size - Small - Being small became a survival trait for the people. Being small means that they need less food and space, and are better able to hide is places that larger animals cannot go.

Ability Modifiers - The people tend to be fairly average, but genes from the old races still exist within thier genome. They have no set ability modifiers, but insted recive +2 to any one stat.

Movement - The People are very agile as it is a major survival trait. They have the following movement modes
30ft normal
5 ft climb
15ft swim.
The Climb and Swim speed grant The people the following benifits. They recive +8 to both the climb and swim checks and may choose to take 10 even under duress. The People retain thier dex modifier to AC while climbing.

- Human blooded
The People get one feat that they meet the prerequisits for at forst level in adition to the normal starting feats a character recives.

- Learn this or die
The People count their intelegence modifier as being one higher for determining the skillpoints they recive at all levels.

- Mud Blood
The People count as any race they please when meeting the prerequisits for abilities. They do not gain the abilities of those races, or count as having the abilities that race has, but count as that race for the ability to qualify for prerequisits that require you to specificly be a particular race or set of races, includeing any paragon classes.

- Leasons of the Wild
The People are taught a set of skills as the basics of living. Any of the People who are untrained in these skills are considred not ready for adulthood and are unlikely to be let leave the camp for any reason.
The following skills are always class skills for The People - Survival, Handle animal, Hide, Move Silently, Spot, Search, Craft (primitive), and listen.
All of The People gain the track feat and trapfindeing class feature at level one.


Dragons

Dragons are dangerous creatures that are the most pressing danger to any tribe of The People. Dragons have the following basic commonalities, though thier are exceptions. Some of these commonalities differ from the standard dragons of DnD.

Dragons are Teritorial and rarely gather in groups. They are almost excluseivly solitary
Dragons are smart, but inhumanly so. Most are actualy not as smart as most members of The People
Dragons Don't fly. Most dragons are landbound. There are a few noted exceptions to this.
Dragons don't use magic. They Horde magic items, but seem unable to themselves cast magic. It is unknown by the people why dragons are so atracted to magic they cannot use.
Dragons are mean - Dragons hunt the people for sport and kill without need.
Dragons don't talk. Some hunderstand the speach of the People, but they will never comunicate themselves. When comunicateing with eachother they use animal like grunts, snorts, and body launguage. Over distance they roar to send messages and mark teritory.

Physiology - dragons are diverse in thier shape and size. They are universaly rather large, and have the same basic shape.

Dragons can be both quadrapedial or bipedial, but they always have forward leaning bodies, rangeing from a raptor like bipedial form to a hulking solid quadraped. Most dragons are noted to have oposable thumbs on thier forelimbs even if those limbs are normaly used to walk, and all dragons can lift themselves onto thier back legs to manipulate things with thier forlimbs. Many quadrapedial dragons find this unwieldy though and rarely use thier hands.

Dragons are contrary to normal DdD, born live. They are Warm blooded, but do not nurse thier younge. Insted young are raised for a short time off kills shared by the mother before being kicked out of the teritory.

Dragon's eat. Alot. A fully grown dragon is most constrained by food and other dragons. A dragon needs to eat a creature of roughly it's own size every three days. A number of smaller creatures will work if large game cannot be found, but as the dragon grows bigger game big enough to satisfy it in a single meal becomes more and more important. If the dragon does not feed the dragon begins to starve very rapidly.

Dragons avoid this sometimes by going dormant in a safe place and sleeping for weeks at a time. Some species do this oftine, but others are uncomfortable leaving thier teritories unguarded. The more competition there is between dragons the more likely dragons are to stay active.

--more on dragons later


Cosmology

The Savage world is still in flux after a reality shattering event know as the Great Dawn. In truth the universe of the Savage world was caused by one plane of existance crassing into another.

Noone is sure why this even happened, but two realities collided and forced all creatures in the universe to blend with thier rough counterpart from the other. Many things function difrently or not at all.

Extra dimentional spaces no longer work. No spell that relies on extradimentional spaces works.

Spells that summon or call creatures from another plane no longer function. Instead many spells summon creatures from the prime material instead. The effect is the following
- All classes that cast summon monster now cast summon nature's ally. all spells that call a creature only function to call creatures from other places in the prime material and mostly only function on elementals as Celestial and Infernal planes no longer are accesable.

There are reminants of both worlds in the Savage world. There are fragments of lost cities found in the jungle and pictures carved into stone found that show difrent races and creatures that do not exist anymore. Lost artifiacts of metal (a rare substance) are occasionaly found, as well as magic items of great power. Dragons seem to collect in these places and will fight to keep such a place in thier teritory even after letting a rival push them out of other more survival based areas.


More later - Please feel free to post your thought. Also I would like help gathering a list of dinosaurs and the books that have them.

Croverus
2011-08-04, 03:23 PM
This is very interesting, I especially like the homebrewed player race. It gives players plenty of versatility and allows them to be different from one anoter, but they also rely heavily in working as a group. Limiting the Level to 6 max is a smart move,you could also possibly add low magic but that might not be necessary.

I am curious of what casters are like in this setting, fluff wise?

Fouredged Sword
2011-08-04, 05:10 PM
Magic

Legends tell of the Old People who mastered great magics. This was back in the time before Dragons had thier voice stolen and before the gods retreated from the world.

The Old People, it was said, had the power to stride between worlds. The Planes of the Heavens and Elements laid bare to thier strides. Some say that it was thier travels that weaked the barriers between the two worlds. Others say it was simply the will of the gods. Others say that it was simply chance.

What is know is that much magic is no longer posible. What was left that can still be done is mostly forgoten in the press of surviveing. In the end though, in a world that you are the smallest and weakest creature around, magic is oftine the only advantage that you have over the world that faces you.

srd classes

Sorceres - This is the most common form of arcane magic. Sorcerers are inherently magic. as such they are the only arcane magic that requires no mentor or information being avalable.

Wizards - These almost do not exist. There is the rare individual that works to redeveolpe this art from lost writeings, but those who walk this path should know that they walk alone. It is likely that they will go thier entire lives before they discover another wizard to share knowledge with.

Druids - The wild has dominated the world. Druids are powerful in this situation. Druids are a powerful boon to any Tribe. A pracitioner should be aware that wild empathy won't stop a hungry dino and that the wild isn't an ally to even the most powerful druid. Powerful druids are know to be able to take the shape of the beasts of the forrest, but bare in mind that they are restricted to the small character list for wildshape class feature.

Cleric - Clerics serve what is left of the gods. (more on that later). And in such are oftine the spiritual leader of a tribe. Thier ability to heal and cure disease are great boons to any tribe. Clerics are also the best defence vs the shadow blight. Clerics are no longer able to draw spells from concepts, and the major gods are all corupted, distant, or gone. Clerics now draw powers from minor gods.

Bard - Bards exist, but are rarely though of as bards. They are story tellers and lore keepers. They are held in the same respect as a cleric or religous leader. While a Cleric may guide a tribe, is it oftine that a Bard is who actualy leads.

non srd classes - may add more later

duskblade - there are some who have discovered this path, but there are few practitioners. Like wizardry, this is a path that normaly requires teaching and thus has mostly been forgoten.

Warlock - A warlock has a pact with some power of the universe. Such pacts are hard due to the dificulty of contacting other planes. It has happend though.

Incarnum - Some tribes have developed or maintained this knowledge. Totemists are the most common of the wielders of this force, but many of the soulmends have changed to represent new creatures that now populate the landscape.

Spirit Shaman - These divine casters fit right in with any tribe as healers and spiritual leaders.


Schools of magic - the changes that have occured


Abjuration - Abjuration spells are less common, but the spells that provide defence are learned greedily. Magic items are rare though and many foes use muccle rather than arcane might to rend thier dinner to shreads

Evocation - little change here. Spellcasters can still throw fire and destruction as easily as before.

Enchantment - enchantment is a grab bag. Some of the spells are useful, able to turn the head of a savage beast or turn a rival tribe into allys for a while. Other spells are near useless versus the beasts of the jungles.

Conjuration - All summon monster spells are now replaced with summon nature's ally spells. Many of the spells have a restricted list of creatures avalable to be called ot summoned.

Illusion - Illusion magic is acctualy very useful for hunters. Masking thier presence from prey and rival preditor alike illusion spell are popular among spellcasters

Transmutaion - Spells that grant strength and speed are valued. Spells that transform one completly are restricted to smaller lists of creatures know to the caster. Alter self is virtualy useless as there are few humanoids left in the world besides the people.

Necromancy - It is a rare tribe that allows a member to practice necromancy. The shadow blight is seen as a dangerous force to never be tampered with. Some necromancy is used to destroy undead. This is looked at with a hesitant eye.

Divination - Divination is a valuable art for those who master it. Seeing what is happening in the world without putting oneself at risk is invaluble.



Gods

The gods of the world changed with the world. Many gods changed thier focused. Some good gods became corrupted. Most gods disapeared altogether as thier who churched disapeared in the great upheval.

Noteable the Demon and Devil lords are now traped in the hells and abyss completely.

Many gods of nature turned feral. Many are worshiped, but thier followers realize that the nicest of nature gods are primal and savage as the wilds.

The few major gods that support the people remaining have mostly turned thier eyes from the moral world. They do not grant spells or interact with mortals. They are known only in stories and in brief things said by minor gods to mortals that serve them. Such contacts are rare, as it requires powerful magic to contact gods of any kind.

Most clerics and divine casters recive thier powers from a new type of divinity. Minor gods of places and things have apeared. Almost every tribe has a minor god or two that they worship. These gods are the gods that grant spells.

They are inumeral and seemingly everywhere. A Cleric or divine caster that has spells granted by a god must have a god that powers his abilites. The Cleric must carry a relic of that god. This is an object without any necisary external value, but symbolises the god in some way and is somehow connected to the spirit that grants the power. A cleric may carry a stone from the river of a river god, or a burnt stick from an offering to a fire spirit.

Behara - The Adamant Dragon
- The old legends say that Bahara was a god of good. Justice and ruleing. The Platinum Dragon he was called. The New Dawn striped that away from him. Now Bahara is the screaming mad god of tyranny. His scales became died black with his driping blood and hardend to an unbreakable prision for his soul.
They say that Bahara's coruption is what tainted the dragons. Others say that they tainted him. Bahara now lives to torture others. He is now nothing but a true god of monsters

Fouredged Sword
2011-08-05, 06:30 AM
The Economy

There is no gold system in the Savage World. Nor is there any formal system of trade. Crafting skills are very important and prized by any tribe. Some craft skills have been changed from the standard DnD crafting rules.

Generaly the crafting catagories have changes thus

weaponsmithing
- Bonecrafting - All weapons
- Stonecrafting - Heavy bludigoning weapons
- Woodcrafting - Pierceing weapons, bows, light blugioning weapons

Armorcrafting
- Leatherworking - (Light or medium Armor)
- Bonecrafting - (Medium or Heavy armor)

Some particular weapons and armor may take a non standard skill to craft.

Crafting Magic Items

The art of crafting magic items through shear arcane might has long been lost to The People. In it's place the people has returned to the understanding of master craftmanship.

There are six potental levels of craftmanship. Two of these are purely theroretical.

0 - Basic - Item grants no benifits
1 - Master - Mastercraft item
2 - renown - twice Mastercraft bonuses
3 - Fame - Three times Mastercraft bonuses
4 - Glory - Four times master craft Bonuses
5 - Legend - Five times mastercraft Bonuses

Items of renown are the greatest items craftable by moral hands. Items grant the following bonuses based on what they are

Weapons - +1 to hit per level
Armor and shields - +1 to AC per level
Items - +2 to a skill per level

Weapons and armor can also be modified to have characteristics based on thier masterwork level. This is called master crafting. They have twice as many points of master crafting as they have levels of master craft. (lists to come later)ou may add these bonuses after the fact, but the time it takes to complete the modification is 10% greater than the modificaton is made during construction of the item

Weapons - Mastercraft Bonuses

name - point cost - effect
Damage 1 -1 -+1 damage
Damage 2 -2 -+2 damage
Damage 3 -3 -+3 damage
Damage 4 -4 -+4 damage
Damage 5 -5 -+5 damage
Damage 6 -6 -+6 damage
Penitration 1 -1 - Ignore 2 points of DR or hardness
Penitration 2 -2 - Ignore 4 points of DR or hardness
Penitration 3 -3 - Ignore 6 points of DR or hardness
Serated - 2 - hit creature takes 2 damage a round for 1d4 rounds after hit. Effect is not cumulative, but a new hit resets the count
Big - 2 - weapon counts as one size larger for damage
Exteded Haft - 4 - Weapon can reach an aditional 5 ft. The weapon acn still hit targets in it's non extened reach
Keen - 1 - critical threat range is doubled
Distance - 1 - range is doubled
Throwing - 1 - becomes a throwable weapon with a range of 10ft if two handed, 20ft if one handed, or 30ft if light.
balanced - 1 - two weapon fighting penelties for attacks with this weapon are reduced by 2.


Armor - Master Craft Bonuses

DR 1 -1 - Armor grants an aditional Dr1/-
DR 2 -2 - Armor grants an aditional Dr2/-
DR 3 -3 - Armor grants an aditional Dr3/-
DR 4 -4 - Armor grants an aditional Dr4/-
Energy resistant 1 - 1 - Armor grants resistance 5 to one energy type
energy resistant 2 - 2 - Armor grants resistance 10 to one energy type
Fortified - 2 - Armor grants 25% fortification
Easy 1 -1 - Decreases armor check penelty by 1
Easy 2 -2 - Decreases armor check penelty by 2
Easy 3 -3 - Decreases armor check penelty by 3
Easy 4 -4 - Decreases armor check penelty by 4
Easy 5 -5 - Decreases armor check penelty by 5
Easy 6 -6 - Decreases armor check penelty by 6
Flexable 1 - 1 - Increase the max dex of the armor by 1
Flexable 2 - 2 - Increase the max dex of the armor by 2
Flexable 3 - 3 - Increase the max dex of the armor by 3
Flexable 4 - 4 - Increase the max dex of the armor by 4
Spellcaster 1 - 1 - Decrease arcane spell failure by 5%
Spellcaster 2 - 2 - Decrease arcane spell failure by 10%
Spellcaster 3 - 3 - Decrease arcane spell failure by 15%
Spellcaster 4 - 4 - Decrease arcane spell failure by 20%
Spellcaster 5 - 5 - Decrease arcane spell failure by 25%
Spellcaster 6 - 6 - Decrease arcane spell failure by 30%


Shields may have armor craft bonuses except for the DR and fortification enhancements

Shields also have the following

Bashing - 1 - shield qualifies as two sizes bigger for shield bash damage
Guarding - 3 - The shield may grant it's bonuses to an adjacent ally so long as the two of you remain adjacent as a swift action. You only gain 1/2 the shield AC while doing this. You may choose to keep the whole bonus and grant 1/2 the bonus if you choose.
Flank covering - 3 - You cannot be flanked so long as you retain your dex to ac while wielding this shield.


Items simply grant higher bonuses.

Finally magic items do exist, but they are not created wholesale anymore. every piece of weaponry or armor can be further enpowered with magic runes created from the dust of gems. A spellcaster is needed to empower such items and is required to expend spell slots each day to create the effect.

A spellcaster can add bonuses to an item equivelent to any magic item property. An item can hold a total magic item bonus equivelent to it's mastercraft level.

Priceing -

The cost of items is as follows
level - weapon - armor - tool

0 - 0 - 0 - 0
1 - 300 - 300 - 50
2 - 630 - 630 - 105
3 - 960 - 960 - 160

Craftmanship bonuses cost aditional time to craft - they take time as if they had the following market values

level - Weapon - Armor
1 - 1000 - 1000
2 - 2000 - 1500
3 - 4500 - 3375
4 - 6000 - 4500
5 - 7500 - 5625
6 - 9000 - 6750

These prices are not additive. To add two points of craftmanship bonses to a weapon costs 2000gp worth of time. To add another point costs 1500, not 4500.

These cost are not indicative of actual market value as there is no market. Tradeing is done purely by barter. Values are subjective based on need. It is rare for a masterwork item to be traded away for any reason, much less a magic item.

To pay for an item you must use an amount of resorces from your tribes crafting pool equle to the value of the BASE ITEM. You do not expend more resorces to make a item mastercraft, just more time.

Magic on the other hand is a difrent. There are no longer price difrences between the first and third rune you apply to a item. All enchantments cost a flat 1000 gp of gems to create. Runes also layer difrently than traditional enchantment. Any most simple enchantments can be layered over one another for stacking benifits. There are exceptions that cannot stack, and exception that the next aplication of the same rune creates a difrent effect, like the bane rune. There are also runes that can only be applied after other runes createing runewords. The burst rune is one such rune, requireing an energy type rune to be applied first.

The issue is that gems are increadably rare in the savage world. There is only one reliable means of finding gems... In a dragons lair. A group that attempts such a quest without prepareing heavily will face a quick demise.



Feat requirements

To be able to craft an item of Fame or Renown requires a feat. These feats are specific to the skill used to qualify for them. Getting this ability for multiple crafting skills requires takeing these feats multiple times.

Crafter of renown
- Requires 6 ranks in a craft skill
- benifit - you may craft items of renown.

Crafter of Fame
- requires 9 ranks in a craft skill
- benifit - you may craft items of fame



More details later - I am drawing insperation from the avatar d20 system for this. Rules for that system are located here (http://sites.google.com/site/avatard20/home)

Fouredged Sword
2011-08-06, 06:17 AM
The economy continued.

Sample Runes

Weapons Runes


Bane rune- The weapon has +2 to hit and 2d6+2 extra damage vs a single type of oponent. Types of creatures table to come later
Bane rune 2 - The creature selected for bane now has it's DR/- counted as 4 lower when strick by this weapon. This weapon always counts as any material or damage type that would bypass the DR if there is a material or damage type that bypasses the DR.
Bane rune 3 - This weapon ignores the natrural armor and natural armor granted DR of the creature it is made as a bane of.

Flame rune - adds 1d6 fire damage if the weapon deals damage to a target
Frost rune - adds 1d6 cold damage if the weapon deals damage to a target
Corrosion rune - adds 1d6 acid damage if the weapon deals damage to a target
Shock rune - adds 1d6 lightning damage is the weapon deals damage to the target
Resonance rune - adds 1d4 sonic damage if the weapon deals damage to a target

Impact Rune - The weapon deals an extra base damage die of bludgoning damage when it strikes a target.
Cutting Rune - The weapon deals an extra base damage die of slashing damage when it strikes a target
Penitration Rune - The weapon deals an extra base damage die of pierceing damage when it strikes a target.

Accurate Rune - The weapon gains +2 to attack rolls
Accurate Rune 2 - The weapon gains +4 to confirm Criticals
Accurate Rune 3 - The weapon ignores partial concelment or partial cover


Armor Runes



Sample items

Flame Cleaver the Greatsword of Fame

Level 3 mastercraft Bone Greatsword
-Big
-Long Hafted
--Flameing Rune
--Flameing Rune
--Flameing Rune

This sword is a massive greatsword created from the bone of a dinosaurs leg. It is a full seven feet long and is only wieldable becuse of it's masterful craftmanship. The handle is two foot long and the blade is five. Red runes glow ominusly over the entire length of the blade, and the sword burns fiercely whenever it is swung.

Statistics - 2d6 - 19-20x2 - extra 5ft reach can hit adjacent targets - 8lbs - slashing - deals an extra 3d6 fire damage

Costs - equivelent value - 13,400 (item costs 50, mastercraft 300, magic 3000 = 3350 * 4) = 13400

Cost to make - Materials 350 of bone x4 for fame - 14000sp base item cost - DC 15 - 15x15 = 225, 14000/225= 62 days maximum craft time.

Magic cost 3000gp of gems.

Fouredged Sword
2011-08-08, 06:42 PM
Bonecarveing

Bonecarving is a new art created by the total lack of metal in the economy. It is the main manufactureing method for weapons and armor. Bones are used to create the best of everything. Leather, wood and stonecarveing are used becuse those materials are much more common, but when it comes to the weapon that you use to go hunting hunters will almost always choose bone if it is avalable.

Bonecarveing is takes 4 steps to form.

First the bone is carved into shape. At this point it is still moderatly soft and carveable. Shapeing the raw bone is important, as this is where the brunt of the time is used.

Then the bone is then soaked in a resin that hardens it and allows it to be forged. The resin is created from the Bonetrees that grow commonly all over the forests. The soaking takes place in large wooden or stone traughs. The larger the item, the more time it takes to soak. The bone becomes as hard and as heavy as iron.

Then comes the forgeing. The bones, once coated in resin, are imposible to burn, but instead become somewhat malable when heated. They are then heated in charcoal fires and hammered to forge the final shape.

Then all the aditional pieces are added, straps for armor, wraps for hilts. Edges are sharpened and the final product is a bone weapon or armor that is hard as steel and as heavy as steel.