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Old 09-08-2012, 09:42 PM   Top  -  End  -  #1
scarmiglionne4
Dwarf in the Playground
 
 
Join Date: Sep 2012
Gender: Male
Default Golden Axe/Sieken Densetsu Campaign

I am working on the third campaign for my Fey'cthon/Rosenega (Famicom/Sega) campaign setting. The first two did not stray too much from the D&D 3.5 rules as written other than homebrew races and creatures.

I have many ideas for how to make this next one quite a bit different and I wanted to get some experienced players and DMs some honest constructive criticism because my players give me none of that.

First off I want to say I want the campaign to be low-tech and low-magic. Decent weapons and armor will be hard to come by, most things being made of bronze or iron (not steel) and the economy being done by bartering. I want my characters to start with practically nothing.

I will be setting up several human tribes or clans.

Fyrvod
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Rungnoa
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Senincra
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Sodoluga
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Cithia
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Oseru
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Other playable races include the other core races, half-ogres of my own design, Panther men known as Nekos, Beastmen that can become wolves called Wolfen, and the Hippokentaurs and Hippokentuarides (having different statistics).

Half-Ogre
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Hippokentaur
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Neko
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Wolfen
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The first thing I am concerned with is making wearing no armor appealing. So I am thinking of these feats. All of which are fighter bonus feats.

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RACES
Humans
As written except instead of getting 4 extra skill points at first level they automatically get the skill their tribe specializes in as a class skill at max ranks per level.
Fyrvod
Craft: Weaponsmithing or Craft: Blacksmithing. The tribe of Fyrvod is the only tribe that knows how to make steel. Even so, the necessary material is scarce and any item made of steel in Fyrvod is of masterwork quality. They specialize in the Broadblade (Masterwork Longsword with two-handed grip and 2d4 damage)
Rungnoa
A choice of either Craft: Armorsmithing, Craft: Leatherworking, Profession: Tanner, or Profession: Herder. The Rungnoans are master tanners and armorsmiths. They make fine leather and rams-horn helms and studded leather. They raise large rams for their wool and hides.
Sodoluga
Craft: Weaponsmithing or Craft: Bowmaking. Due to their incredible strength they are skilled in making bows specially made for exceptional strength. They also make battleaxes of bronze that rival those crafted by dwarves.

Senincra
Craft: Weaponsmithing or Profession: Hunting. The dark-skinned Senincrans are known for their skills as hunters and their special clubs made from wood only found in the southern savannahs and jadestone.
Cithia
Heal, Craft: Alchemy or Profession: Herbalist. Only Hippokentaurides rival the amazons of Cithia in their skills as healers. They claim a goddess came to one of their ancestors and taught them alchemy, and herbal knowledge for healing. It is even said they can heal snake bits and the sting of scorpions.

Half-Ogre
Racial Traits
• +4 Strength, –2 Dexterity, +2 Constitution, –4 Intelligence, –2 Charisma: Half-Ogres are big, brawny creatures without a great deal of intelligence or couth.
• Giant’s Grip: a half-ogre has massive hands. He is treated as having the Monkey Grip feat. This means he can grip large and two-handed weapons in one hand with a -2 penalty to the attack roll. He can similarly grip huge weapons in two hands with a -2 penalty to attack rolls.
• Giant Frame: any metal armor or any shield costs three times its normal amount to purchase and one week to craft because it must be custom-made for a half-ogre.
• Giant: Half-Ogres are creatures with the giant type.
• Medium-Sized: Half-Ogres are anywhere between 7’6” and 8’ tall and weigh on average anywhere from 400 to 500 pounds. Their giant ancestry is evident in their muscle mass and the size of their hands and core. Since they are so nearly large they gain +2 to grapple checks and -2 to Stealth checks.
• Half-Ogre base land speed is 30 feet.
• Automatic Languages: Giant and Common. Bonus Languages: Draconic, Gnoll, Goblin, Orc, and Abyssal. Smart Half-Ogres (which are rare) learn the languages of their allies or rivals.
• Favored Class: Barbarian. A multiclass Half-Ogre’s barbarian class does not count when determining whether he takes an experience point penalty for multiclassing.

Hippokentaur
A Hippokentaur is as big as a light horse, but taller and slightly heavier. A Hippokentaur is about 7 feet tall and weighs about 2,100 pounds. They are savage, drunken womanizers. They place little value in knowledge and wisdom.
They are, however, excellent hunters and archers. Anyone they choose to befriend will they remain loyal to through untold hardship and they are honest to a fault in all areas except where females are concerned.
Racial Traits
+2 Strength, +2 Dexterity +2 Constitution, -4 Intelligence, -2 Wisdom, -2 Charisma
Monstrous Humanoid
Large Quadruped: –1 penalty to Armor Class, –1 penalty on attack rolls, –4 penalty on Stealth checks, +4 bonus on grapple checks, +4 bonus on ability checks made to resist being bull rushed, overran, or tripped, lifting and carrying limits three times those of Medium bipedal characters.
Space/Reach: 10 feet/5 feet.
A hippokentaur’s base land speed is 50 feet.
Natural Weapons: 2 hooves (1d4).
Weapon Proficiency: A hippokentaur is automatically proficient with the shortbow and the longbow (including the composite longbow).
Sagittarius: As long as they are unarmored and wear no shields they are treated as having the Precise Shot feat when wielding a short bow, longbow, or composite longbow.
• Monstrous Frame: any armor or any shield costs three times its normal amount to purchase and one week to craft because it must be custom-made for a centaur.
Automatic Languages: Sylvan, Elven. Bonus Languages: Common, Gnome, Halfling.
Favored Class: Ranger.

Hippokentaurides
A Hippokentauride is as big as a light horse, but slightly taller. They are the female counterpart to the hippokentaur. A Hippokentauride is about 6 feet tall and weighs about 1,800 pounds.
They are wise and forward-thinking. They are expert healers and herbalists and masters of the quarterstaff. They have difficulty trusting others, especially males due to their treatment by the males of their tribe.
Once their trust is gained, however, you could not ask for a more faithful companion.
Racial Traits
-2 Strength, +2 Dexterity, +2 Wisdom, -4 Intelligence.
Monstrous Humanoid
Large Quadruped: –1 penalty to Armor Class, –1 penalty on attack rolls, –4 penalty on Hide checks, +4 bonus on grapple checks, +4 bonus on ability checks made to resist being bull rushed, overran, or tripped, lifting and carrying limits three times those of Medium bipedal characters.
Space/Reach: 10 feet/5 feet.
A hippokentauride’s base land speed is 50 feet.
Natural Weapons: 2 hooves (1d4).
Weapon Proficiency: A hippokentauride is automatically proficient with the shortbow and the quarterstaff.
Double-Weapon Fighting: as long as a kentauride is unarmored and wears no shield she is treated as having the Two-Weapon Fighting Feat for double-weapons only.
• Monstrous Frame: any armor or any shield costs three times its normal amount to purchase and one week to craft because it must be custom-made for a centaur.
Automatic Languages: Sylvan, Elven. Bonus Languages: Common, Gnome, Halfling.
Favored Class: Shaman.

Neko
Racial Traits
* +4 Dexterity, -4 Intelligence
* Humanoid (Feline)
* Neko base land speed is 40 feet.
* Low-Light Vision (Ex): Neko can see twice as far as a human can in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions
* Clawed Hands: Hands are natural weapons dealing 1d4 lethal damage.
* +2 racial bonus on Perception and Stealth checks.
* Automatic Languages: Feline and Common. Bonus Languages: Draconic, Gnoll, Halfling, Sylvan. Neko speak Common and a language called Feline (each tribe speaking a dialect). Brighter neko often learn the languages of Gnolls and Halflings.
* Favored Class: Ranger

Wolfen
Racial Traits
* +2 Constitution, +2 Wisdom, -2 Intelligence, -2 Charisma
* Monstrous Humanoid, Shapechanger
* Medium-size
* Wolfen base land speed is 30 feet
* Low-light Vision
* +2 on Survival and Perception checks
* Keen Scent: Scent is an automatic racial Feat.
* Clawed Hands: Hands are natural weapons dealing 1d4 lethal damage.
* Wolf Form: Once per day a wolfen can take wolf form. They may remain this way indefinitely.
When night falls a Wolfen uncontrollably changes shape into a wolf. They can still speak in this form and retain their minds. They retain their ability scores modified by the following table. The wolf form is like that of a druid’s animal companion if it were a wolf.

TABLE Wolfen Wolf_form_________________
Class Natural Str/Dex
Level Armor Adj. Special__________
1st-2nd +0 +0
3rd-5th +2 +1 Evasion
6th-8th +4 +2
9th-11th +6 +3 Multiattack
12th-14th +8 +4
15th-17th +10 +5 Improved Evasion
18th-20th +12 +6

Use the base statistics for a wolf as given in the Monster Manual, but make the following changes.
Class Level: The characters level or HD.
Base Attack and Saves do not change except where ability score bonus provides bonus to Dexterity and by default Reflex saves.
Natural Armor Adj.: The number noted here is an improvement to the Wolf’s existing natural armor bonus.
Str/Dex Adj.: Add this value to the Wolfen’s Strength and Dexterity scores.
Evasion (Ex): If the Wolfen inf wolf-form is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw.
Multiattack: A wolfen in wolf-form gains Multiattack as a bonus feat. It also gains a second bite attack albeit at a –5 penalty.
Improved Evasion (Ex): When subjected to an attack that normally
allows a Reflex saving throw for half damage, an wolfen in wolf-form takes no damage if it makes a successful saving throw and only half damage if the saving throw fails.
Except for the above noted differences, when a Wolfen is in this form, he is an ordinary wolf.
* Automatic Languages: Common, Wolfen. Bonus Languages: Dwarven, Elven, Feline, Gnoll, Goblin, Orc.
* Favored Class: Barbarian or Ranger.


Mounts
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Please let me know what you guys think.

Last edited by scarmiglionne4 : 09-11-2012 at 10:26 PM. Reason: add to
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Old 09-08-2012, 10:36 PM   Top  -  End  -  #2
Thomar_of_Uointer
Bugbear in the Playground
 
 
Join Date: Jul 2005
Location: 
Wasatch Front
Gender: Male
Default Re: Golden Axe/Sieken Densetsu Campaign

They look fine, except for the one that grants an additional attack bonus. Have you considered this variant rule instead?

http://www.d20srd.org/srd/variant/ad...fenseBonus.htm

It gives every single class an armor bonus (which doesn't stack with armor) based on their armor proficiencies, encouraging players to spend more money on weapons and offensive boosts (which is what you're aiming for).

As for the low tech weapon crafting materials, the rules already support that. All you have to do is say that an iron or copper sword is a normal weapon, and a bronze or steel sword is a masterwork weapon.
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Last edited by Thomar_of_Uointer : 09-08-2012 at 10:40 PM.
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Old 09-08-2012, 11:35 PM   Top  -  End  -  #3
scarmiglionne4
Dwarf in the Playground
 
 
Join Date: Sep 2012
Gender: Male
Default Re: Golden Axe/Sieken Densetsu Campaign

Thanks for the input! I am familiar with that variant, but am not sure if I want to use it. My reasoning is I want armor to exist and be special. At the same time, however, I don't want everyone to go unarmored. I just want it to be appealing for a certain type of character. I would like to see an unarmored warrior with a two-handed weapon and a sword and board fighter with the best armor he can get be equally viable choices.

So are the feats unbalanced or overpowered?

I shouldn't use the material aspects from Arms and Equipment Guide?

Last edited by scarmiglionne4 : 09-08-2012 at 11:50 PM.
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Old 09-09-2012, 12:08 PM   Top  -  End  -  #4
Thomar_of_Uointer
Bugbear in the Playground
 
 
Join Date: Jul 2005
Location: 
Wasatch Front
Gender: Male
Default Re: Golden Axe/Sieken Densetsu Campaign

Quote:
Originally Posted by scarmiglionne4 View Post
Thanks for the input! I am familiar with that variant, but am not sure if I want to use it. My reasoning is I want armor to exist and be special. At the same time, however, I don't want everyone to go unarmored. I just want it to be appealing for a certain type of character. I would like to see an unarmored warrior with a two-handed weapon and a sword and board fighter with the best armor he can get be equally viable choices.

So are the feats unbalanced or overpowered?

I shouldn't use the material aspects from Arms and Equipment Guide?
Unarmored Fighting is overpowered, it's a serious attack bonus.

I'm not familiar with material aspects.
__________________
"...I worry that modern gaming is gradually shrinking the wide spectrum of gameplay mechanics into a single narrow red bar with "KILL" written on it sideways. Exploration, navigation, puzzles, platforming, all gradually shrinking away until only one thing remains, being taken by the hand from room to room, moving on only when nothing remains alive in each one." - Yhatzee Crosshaw

Check out our zombie survival sandbox video game!
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Old 09-09-2012, 02:11 PM   Top  -  End  -  #5
scarmiglionne4
Dwarf in the Playground
 
 
Join Date: Sep 2012
Gender: Male
Default Re: Golden Axe/Sieken Densetsu Campaign

It just has bronze weapons have -1 to hit and bronze armor -1 to AC bonus.

You don't think having no armor offsets that? Should I make it where they cannot use shields either? Typical characters should have armor and shields. Leather and hide armor will be available. Later on breastplates and such will be available.
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Old 09-09-2012, 02:42 PM   Top  -  End  -  #6
Ziegander
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Join Date: Oct 2008
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King of Fighter Fixes
Default Re: Golden Axe/Sieken Densetsu Campaign

Everything here looks very interesting, I just want to read more fluff/crunch! The very idea of a Golden Axe/Seiken Densetsu Campaign sounds totally epic.
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Old 09-09-2012, 05:00 PM   Top  -  End  -  #7
scarmiglionne4
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Join Date: Sep 2012
Gender: Male
Default Re: Golden Axe/Sieken Densetsu Campaign

Quote:
Originally Posted by Ziegander View Post
Everything here looks very interesting, I just want to read more fluff/crunch! The very idea of a Golden Axe/Seiken Densetsu Campaign sounds totally epic.
Thanks for that! I previously did a campaign called The Extraordinary Brothers Magrior which was based on Super Mario Bros. 1 and 2. It was also influenced a tiny bit by Paper Mario, Alice in Wonderland, and The Haunted Mansion Ride at Disney World. I was rewriting it on and off until I started this.

I just finished another one called The Ailirian Legend based mainly on the early Zelda games with influences including the Legend film, Tolkein's works other than LotR, and Brian Blessed. I may post that stuff if anyone's interested.
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