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2012-04-13, 09:32 PM (ISO 8601)
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Primordial Campaign Setting (Comments Welcome)
This thread is for the development of a 3.x D&D campaign setting, which I am currently in the process of constructing. It will contain a variety of changes from the standard campaign settings, and feature higher magic, and increased capabilities.
Much of the materials will be non-unique, but significantly altered.
I will be beginning with the races, since much of the world's background has already been completed.
It takes place thousands of years earlier than the events of second edition, and even the Times of Troubles.
Many of the common gods do not exist, and many of the dead gods still live.
The Human Race has only recently begun to slip free of its shackles.
The Drow as they are commonly called in most campaign settings do not yet exist as such, but are instead referred to as the Ilythiiri.
There are several subraces of Dwarf not commonly found in the books after 2nd edition, including those that died in later periods due to war.
Orcs are also non-existant, as I am using an alternate timeline, using a mixture of multiple campaign settings. They are currently a subrace of human, called High-Men.
Kobolds do not exist, as they are a devolved form of Dragonkin.
Lizard Men do not exist, as the long winter has not yet come. The Sarrukh are instead still in existance.
Halflings are a fey race, though otherwise very similar to the race of man. They have little magical ability, but are easy to like, and easily bond with other races.
The Fey have not yet been culled down to only a handful of peoples. Though they consider themselves all to be of one race. You can find fey that look like normal humans, but can take on other forms. The short fey kinds have not yet divided into brownies pixies and the like. They exist still as one whole, and far more terrifying race. Though they malevolence can prove far more difficult to gain than in later times, as the other races tend to leave them be.
Changelings are a race of faerie, left in the cradles of children that unfortunately die in infant hood to take their place for a time. Though most of them do not know their own true beginnings. This is only done for families that have a very strong tie to the fey, either by saving one unknowingly and incurring their favor, or by being a descendant themselves.
Gnomes live in the deeps for the most part, though there are those that live among the Dwarves, and even the Elves. Not much is known of their history due to their secretive nature. They are far more warlike than in later times.
Quicklings still roam, having their small villages hidden beneath hills, and in the glens and mountains. Their innately supernatural speed makes them a threat, and a usual target for patrols when found.
Ogres exist, yet so too do their progenitors, the Irda. They are uncommon, but can be found in most areas, most oft in disguise.
(More to come, and to be added to)
The Subraces thus far:Spoiler
Elven Subraces:
Aquatic Elves
Wood Elves
Winged Elves
Ilythiiri
Sun Elves
Dwarven Subraces: Mountain Dwarves are the origin of all lesser Dwarven races, the first race created by Moradin.
The Deep Dwarves are those that get along worse with others than even normal dwarves, and have tunneled down into the second world to escape the 'pesky' races.
Fire Dwarves are the descendants that sought out the 'world forge' whence they were created according to their religion. They have not yet completely adapted to their new home since becoming lost.
Mountain Dwarves
Deep Dwarves
Fire Dwarves (Later Azers)
Gnomish Subraces: High Gnomes are the pinnacle of gnomish magical talent, while those that are born without are taught the 'sciences' to make up for their lack. Due to their constant construction of new mechanisms, they are titled 'tinkers'.
High Gnomes
Tinker Gnomes
Halfling Subraces: Halfling look much like a shorter version of the elves, while the Stout look somewhat more like a halfling and a Dwarf had children.
Light Foot
Stout
Human: The First men are called High Men, they are always virtuous and good. All High men can lay on hands.
Their lessers are called Common Men, common men fill a variety of roles as only they are able.
The Imaskari are a corruption of the High Men, having sought and found power in order to overthrow the slavers and free their race. Though they have begun to become corrupted by the powers they sought and found. Mankind is still relatively new to magic, and does not completely comprehend the risks of channeling infernal powers.
High Men
Common Humans
Imaskari (For which the nation that rose later was named.)
Fey: They fey have a rank system similar to a medieval hierarchy. Including a Royal court, composed of the most powerful of each of the subraces, the Faery King, and the Faery Queen. This is further divided into to Courts, Seelie, and Unseelie.
Selki
Changeling
Halfling
Faerie
Dullahan
Sarrukh: The Sarrukh have used a caste system since time immemorial.
Royal
Priest
Mage
Warrior
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SpoilerI am aSpoilerNeutral Good Human Cleric(2)/Monk(3)/Ranger(2)/Sorcerer(4)
With the Ability Scores:
Strength-16
Dexterity-16
Constitution-18
Intelligence-17
Wisdom-14
Charisma-14
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2012-04-13, 09:59 PM (ISO 8601)
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Re: Primordial Campaign Setting (Comments Welcome)
Time of Troubles? Sun Elves?
This sounds like the Forgotten Realms Campaign setting. Or are you attempting to make a completely new or unique setting with FR as the base?
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2012-04-13, 10:07 PM (ISO 8601)
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Re: Primordial Campaign Setting (Comments Welcome)
It contains bits and pieces from FR, Dragonlance, Greyhawk, Ravenloft, and even the original campaign setting, which had no name.
The classes themselves will be retooled.
In all, while it is starting out with more of one thing than the other, I intend to eventually flesh it out, and change out all of the components based on one setting or another until it gradually becomes a completely unique setting.
It will be higher powered, and the mechanics will work slightly differently in order to take into account more complex actions.
*edit* The classes are being retooled.
In example, it will feature active defenses, and passive defenses. As well as other abilities, and even attack and defend actions for social interactions, such as brow beating someone in a conversation.Last edited by Ralasha; 2012-04-13 at 10:09 PM.
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SpoilerI am aSpoilerNeutral Good Human Cleric(2)/Monk(3)/Ranger(2)/Sorcerer(4)
With the Ability Scores:
Strength-16
Dexterity-16
Constitution-18
Intelligence-17
Wisdom-14
Charisma-14
Avatar by PINfont.
My pets:Spoiler
Kitten:
/l、
゙(゚、 。 7
l、゙ ~ヽ
じしf_, )ノ
Bunny
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2012-04-14, 01:09 AM (ISO 8601)
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Re: Primordial Campaign Setting (Comments Welcome)
Well, if you're set on making an entire campaign setting, why not just make it up entirely and borrow only the most broad of things from it - general conventions that aren't necessarily campaign specific?
Because when you talk about events, places, or people from dragonlance, greyhawk, eberron, FR, or whatever, I'm not going to see anything other than a cobbled together mess of multiple and far more unique campaign settings.
Why not just start from scratch?
It'll likely involve significantly less work. If you can find a good starting point and paint in very broad strokes, you can eventually start to fill in details that make for a far more unique setting. Just look at the Giant's "the New World" notes to see what I mean.
Define "higher powered."
The changes from and which "3.X" game needs to be known if any work can be started. I can help us both with our respective projects by updating the forgotten realms (among other) races and such. In other words, I need to know if your d20 game is 3.0, 3.5, pathfinder, or whatever it is and what changes - precise changes - are pertinent for this purpose.
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2012-04-14, 02:26 AM (ISO 8601)
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Re: Primordial Campaign Setting (Comments Welcome)
Starting from the bottom.
Changes... first off, I am resurrecting several dead subraces from the older editions.
Second, instead of adding class level limits to the game as previous editions did (i.e. 2nd/Advanced) I'm going to be giving different races bonuses towards their 'favored' classes, and removing the 'favored' classes from the equation. Instead opting for two base classes being allowed across the table without 'multi-classing' penalties. I will also be modifying the way multi-classing penalties work, and engineering prestige classes for many of the class combinations.
In place of a flat level adjustment, or level adjustment buyoff I will be using a modified experience chart taking into account the effective ECL of a character.
I will also be making a gestalt experience chart, in order to allow gestalt and normal characters to run side by side, while the gestalt characters will level more slowly, as each level will require them to gain time and a half the experience of a normal character.
Example Chart:
{table]Level|Next Level|Normal|Gestalt|Normal Total|Gestalt Total
1|2|1000|1500|1000|1500
2|3|2000|3000|3000|4500
3|4|3000|4500|6000|9000[/table]
Spell Level progression will happen more swiftly in general.
Fighters will be gaining a Fighter Bonus feat at every level.
Rogues will be gaining innate spell-like abilities, since this is at a time when magic is rather... unrestricted, though they will have to chose what spell-likes they get.
Wizards will be able to use their own caster level when casting from scrolls or wands, and gain more spells per day, as well as spell mastery every three levels. Which is what allows them to use read magic without ever preparing it. Though it will be limited to one or two spells each time they gain it. A specialist wizard will gain an effective caster level boost for its specialty. Thus an evoker at second level would cast as a 3rd level evoker. Spells will also have their levels adjusted according to schools (As in down by one).
I will be using my own retooled version of the sorcerer.
Paladin Lay on hands will be more limited, but usable once a round rather than divisible into useless packets, since it isn't really a very useful ability as it stands unless the cleric is dead. Their weapons will also gain benefits as they advance in levels.
Clerics will have additional abilities to chose from, and more uses of turn undead than normal. Including auras, similar to paladin auras. A cleric will also start out with all of the domains of its deity, up to 3.
Bardic music's effects will be more pronounced, and progressive.
Barbarians will gain damage reduction at a level early enough for 1/- to actually be useful for anything at all.
Druids will have paths to follow, similar to a rangers combat styles. Including a Beastmaster type, which gains additional animal companions or improves its current one(s).
Monks will 'regain' some of the things they lost in 3.5, though they will be adjusted. Such as leap of the heavens, which will allow them to jump using 10 as the base, rather than 15. Their slowfall will not require a wall, etc.
Rangers will have three options rather than two, combat, animal lord, and caster. rather than sacrificing one thing for another, they merely 'enhance' one of these. An animal lord will gain benefits based on its animal companion, such as natural weapons, increased attributes, climb speeds, enhanced movement, etc.
It's plenty of work, really.
Active defenses, and example of an active defense, is the warrior type/whoever lifting their shield in front of them, rather than just 'normally' using it. You have a Towershield. Lets say its made of... Dragonhide, just for an example, there is a dragon, you and it are going on the same round. You hide behind your shield, it breathes fire. The shield blocks the fire, effectively acting like a successful reflex save. Archers are behind you, you sling your shield on your back and run, in normal D&D this only lowers your AC, since you no longer have it equipped, instead this gives you a cover bonus based on the size of the shield against those archers behind you. Active defenses, meaning defenses you must designate, or think about.
I think I defines 'Higher Powered' above.
Broad strokes is generally what I do with maps. Entire Campaign worlds however tend to be somewhat more difficult for me. Especially when I am already effectively reinventing everything in it.
The Time of Troubles actually happened in many of the campaign worlds, it just goes by different names, Ravenloft, funnily enough is the only campaign setting to my knowledge that never actually recovered. Thus the Carnival, and the... inter-planar fog. It's very Cthulu.
I was not citing different events because they are a part of the campaign setting, world, or history, but giving point of reference to those reading so that they can look things up for themselves.
In example 'before the time of troubles' does not mean that it is going to happen here, what it means is that this is representative of the race before that happened. Like the Dark Ages in our history, if it had not happened, people would have been talking on forums like these hundreds of years ago (most likely) since the Romans were actually rather close to our own level.
This campaign world did not have the difficulties the common ones have had. As a result the world is far more populated. The elves will have their huge cities, they Dwarves still hold many a stronghold, the mages are still doing things that piss off the gods. The clerics are still tending the wounded, the necromancers are still summoning walls of babies. The rogues are still stealing from temples.
And the heroes are generally the stuff of legends.
Many of the normal limits on what characters can do will be removed. In effect, a normal D&D fighter will be the equivalent of a level 20 Fighter in this world, around level 30, if that.SpoilerThe fighter wades through a horde of angry goblins on crack, and might come out by the skin of his teeth because hey, that's what a fighter does.
The Barbarian gets angry and accidentally destroys a section of the wall by putting a goblin's head through it.
The Druid sends forth his huge Direwolves, which decimate the Wargs.
The Cleric is evil, and turns the dead goblins against the other goblins.
The paladin removes the cleric's dead because his good aligned weapon always strikes true against those that are evil.
The bard inspires the townsfolk into fighting the goblins that made it in through the wall. Who needs Leadership when bards don't suck?
The rogue pick pockets the Wizard and uses his wand of chain lightning.
The wizard casts a fireball dealing 10d6 of four different elements and the sorcerer stubs his toe, disrupting his Greater Planar Binding.
Meanwhile the monk managed to sneak past the enemy lines, and has killed their leader.
The goblins hear the call to retreat, and take off into the hills.
During all of this, they are all only level 10. That is what I mean by 'higher powered'.
I hope I am not seeming... abrasive, or argumentative, as that is not my intent, I am merely attempting to clarify my meaning, and answer your questions.Last edited by Ralasha; 2012-04-14 at 02:38 AM.
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SpoilerI am aSpoilerNeutral Good Human Cleric(2)/Monk(3)/Ranger(2)/Sorcerer(4)
With the Ability Scores:
Strength-16
Dexterity-16
Constitution-18
Intelligence-17
Wisdom-14
Charisma-14
Avatar by PINfont.
My pets:Spoiler
Kitten:
/l、
゙(゚、 。 7
l、゙ ~ヽ
じしf_, )ノ
Bunny
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2012-04-14, 02:42 PM (ISO 8601)
- Join Date
- Jul 2011
Re: Primordial Campaign Setting (Comments Welcome)
You note that it will be higher powered, which makes sense- one thing that seems pretty consistent in DnD settings is that things operated on a higher power level during the past- consider the number of demons, dark lords, and depraved deities sealed away in dungeons. Now consider a fair chunk of those still being loose on the earth, along with the forces that originally sealed them away.
I would also imagine that the magic item distribution would look a lot different. Lower level utility magical items might be more scarce, with major artifacts and wondrous items being not common, but a regular part of the world (so EVERY major power has an overwhelming magic weapon, except of course that that makes it less overwhelming if they're opposed to each other).
Edit: Do you intend the upgrade to apply only to the PCs/PC races? IE, is it going to be the players being accelerated in the enemies they face, or stronger players facing stronger versions of the same enemies?
(IE, a single gnoll is considered a CR 1 encounter (which seems a little low to me, but whatever, let's assume it works that way for the sake of this example). Would a level 1 party in your campaign (equivalent to a level eleven party, in a normal game as I understand your intentions (side question- why not just run higher level parties?) just skip past the point of gnolls being a concern and be fighting dragons right off the bat, or would they have to face Graulau, the infamous gnoll raider, steeped in the blood of a thousand caravans, himself a worthy threat to the entire party?Last edited by Lord Tyger; 2012-04-14 at 02:54 PM.
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2012-04-14, 06:12 PM (ISO 8601)
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Re: Primordial Campaign Setting (Comments Welcome)
Not equivalent to level 11 right off. More... Equivalent to level... 2, or 3. The power of the characters increases fractaly. Instead... normal D&D goes: 1, 2, 3, 4, 5, 6.
This goes: something more akin to 2, 3, 5, 8, 11, 14.
You do not start off, 'go kill dragons'.
You do start off: 'Oh look, bodies'.
Magic items are actually extremely common in general, though not all of them are useful to an adventuring group, unless they so choose to carry around some peasants water heater.
Most things will be more powerful. Do you remember quicklings? Little guys with innate constant 3.0 haste? For them it's just a (Ex) ability. Tiny, movement of medium. Carry over-sized weapons like a 3.0 halfling ranger?
Sound fun? Roll initiative, they go first.Last edited by Ralasha; 2012-04-14 at 06:15 PM.
Internet currently unreliable, please have patience.
[COLOR="Red"]We require additional Pylons.
SpoilerI am aSpoilerNeutral Good Human Cleric(2)/Monk(3)/Ranger(2)/Sorcerer(4)
With the Ability Scores:
Strength-16
Dexterity-16
Constitution-18
Intelligence-17
Wisdom-14
Charisma-14
Avatar by PINfont.
My pets:Spoiler
Kitten:
/l、
゙(゚、 。 7
l、゙ ~ヽ
じしf_, )ノ
Bunny
/\ /|
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