Lehteb
2006-11-07, 05:41 PM
I recently had the idea to make a new world for my next game. Our settings have always been rather generic worlds, and classes and races are straight from the 3.5 PhB. I was wondering how feasible (and fun) a historic setting could be. I ended up changing race to nationality, which has an impact on the classes that could be taken, as well as any bonuses recieved. I'm also trying to figure out a good way to tone down the spell casting, without removing it completely. It seems that it may work best by removing arcane magic entirely, making the sorcerer more of a medicine man (shaman) and removing the wizards. Does anyone have any ideas on how to balance the less powerful spells with standard combat?
My initial plans were to have the nationalities being Roman, Greek, Celt, Eastern/Parthian, Germanic, and maybe African/Carthaginian. Then several of the class options would include things like Soldier/Legionnaire, Auxiliary, Mercenary, Thief, Shaman/Medicine man, Druid/Animal Tamer, Pagan Priest (works like a cleric, choose a god to support from a large number of gods possible) and Judeo-Christian Priest (more like a monk or paladin, but there might still be different sects to choose from, like gnostic, etc).
The good vs evil and law vs chaos alignments haven't made any huge problems that I've found (although anything that works better may be added in later).
Mostly, I was just wondering if anyone has any ideas on how to reduce the "flashiness" of magic (so it doesn't take the players out of the historic frame of mind) but not remove it to the point that magic becomes any less fun than hitting people with a sword or spear.
My initial plans were to have the nationalities being Roman, Greek, Celt, Eastern/Parthian, Germanic, and maybe African/Carthaginian. Then several of the class options would include things like Soldier/Legionnaire, Auxiliary, Mercenary, Thief, Shaman/Medicine man, Druid/Animal Tamer, Pagan Priest (works like a cleric, choose a god to support from a large number of gods possible) and Judeo-Christian Priest (more like a monk or paladin, but there might still be different sects to choose from, like gnostic, etc).
The good vs evil and law vs chaos alignments haven't made any huge problems that I've found (although anything that works better may be added in later).
Mostly, I was just wondering if anyone has any ideas on how to reduce the "flashiness" of magic (so it doesn't take the players out of the historic frame of mind) but not remove it to the point that magic becomes any less fun than hitting people with a sword or spear.